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//++ BulliT
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "game.h"
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#include "agglobal.h"
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#include "player.h"
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#include "gamerules.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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extern int gmsgCountdown;
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extern int gmsgCheatCheck;
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AgMatch::AgMatch()
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{
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m_fMatchStart = 0.0;
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m_fNextSay = 0.0;
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m_fNextHLTV = 0.0;
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CVAR_SET_FLOAT("sv_ag_match_running",0);
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CVAR_SET_FLOAT("ag_spectalk",1);
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CVAR_SET_FLOAT("sv_ag_show_gibs",1);
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}
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AgMatch::~AgMatch()
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{
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}
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void AgMatch::Think()
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{
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if (m_fMatchStart > 0 )
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{
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if (m_fMatchStart < gpGlobals->time)
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{
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//Start it
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MatchStart();
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}
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else
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{
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//Countdown
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if (m_fNextSay < gpGlobals->time)
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{
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#ifdef AG_NO_CLIENT_DLL
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//Play countdown beeb
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer* pPlayerLoop = AgPlayerByIndex(i);
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if (pPlayerLoop && !pPlayerLoop->IsSpectator())
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AgPlayCountdown(pPlayerLoop,(int)(m_fMatchStart - gpGlobals->time));
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}
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char szMatchStart[16];
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sprintf(szMatchStart,"%d",(int)(m_fMatchStart - gpGlobals->time));
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AgSay(NULL,szMatchStart,&m_fNextSay,1,0.5,0.45);
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#else
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//Play countdown beeb
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MESSAGE_BEGIN( MSG_BROADCAST, gmsgCountdown);
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WRITE_BYTE( (int)(m_fMatchStart - gpGlobals->time) );
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WRITE_BYTE( 1 );
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WRITE_STRING( "" );
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WRITE_STRING( "" );
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MESSAGE_END();
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m_fNextSay = gpGlobals->time + 1.0f;
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#endif
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}
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}
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}
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/*
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else if (g_bPaused)
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{
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AgSay(NULL,"Game is paused!\n",&m_fNextSay,5,0.4);
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}
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*/
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else if (0 == timelimit.value && 0 == fraglimit.value)
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{
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//Stop the match since it could go on forever.
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Abort();
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}
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if (m_fNextHLTV < gpGlobals->time)
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{
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//Send again in one minute.
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m_fNextHLTV = gpGlobals->time + 60.0f;
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//Spectator scoreboards
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g_pGameRules->HLTV_ResendScoreBoard();
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}
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}
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void AgMatch::Start(const AgString& sSpawn)
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{
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if( m_fMatchStart > 0 || ( 0 == timelimit.value && 0 == fraglimit.value ) )
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return;
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//Count players
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int iPlayers = 0;
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int i = 0;
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for ( i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer* pPlayerLoop = AgPlayerByIndex(i);
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if (pPlayerLoop && !pPlayerLoop->IsSpectator())
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iPlayers++;
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}
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if (iPlayers < (int)ag_start_minplayers.value)
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{
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UTIL_ClientPrintAll(HUD_PRINTCENTER, UTIL_VarArgs("You need %d players to start a game on this server.",(int)ag_start_minplayers.value));
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return;
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}
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//Set match flag. (All entered after matchstart will go into specmode and they cant respawn.)
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CVAR_SET_FLOAT("sv_ag_match_running",1);
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CVAR_SET_FLOAT("ag_spectalk",0);
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CVAR_SET_FLOAT("sv_ag_show_gibs",0);
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//Set match start time.
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m_fMatchStart = gpGlobals->time + 10.0f;
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m_sSpawnFlag = sSpawn;
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//Pause the game
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g_bPaused = true;
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}
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void AgMatch::MatchStart()
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{
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m_fMatchStart = -1;
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//Reset score cache.
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g_pGameRules->m_ScoreCache.Reset();
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//Reset available timeouts.
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g_pGameRules->m_Timeout.Reset();
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//Reset map.
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AgResetMap();
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//Reset CTF score
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g_pGameRules->m_CTF.ResetScore();
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//++ muphicks
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if (DOM == AgGametype())
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g_pGameRules->m_DOM.ResetControlPoints();
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//-- muphicks
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//Loop through all active players, reset Score and respawn.
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer* pPlayerLoop = AgPlayerByIndex(i);
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if (pPlayerLoop)
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{
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if (pPlayerLoop->IsSpectator())
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{
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//Regular spectators aint spawned when match is restarted.
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pPlayerLoop->ResetScore(); //Reset the score.
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if (strstr(m_sSpawnFlag.c_str(),"nolock"))
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pPlayerLoop->SetIngame(true);
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else
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pPlayerLoop->SetIngame(false); //Player is not allowed to enter the game if he dropped.
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pPlayerLoop->SetDisplayGamemode(2); //Show settings.
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g_pGameRules->m_ScoreCache.UpdateScore(pPlayerLoop);
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continue;
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}
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else
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{
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if (strstr(m_sSpawnFlag.c_str(),"full"))
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pPlayerLoop->SetSpawnFull(true);
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else
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pPlayerLoop->SetSpawnFull(false);
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pPlayerLoop->SetIngame(true); //Player is allowed to enter the game if he dropped.
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pPlayerLoop->ResetScore(); //Reset the score.
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pPlayerLoop->RespawnMatch(); //Now spawn the sucker :-)
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pPlayerLoop->SetDisplayGamemode(2); //Show settings.
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g_pGameRules->m_ScoreCache.UpdateScore(pPlayerLoop);
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}
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}
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}
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#ifndef AG_NO_CLIENT_DLL
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//Stop countdown
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MESSAGE_BEGIN( MSG_ALL, gmsgCountdown);
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WRITE_BYTE( -1 );
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WRITE_BYTE( 0 );
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WRITE_STRING( "" );
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WRITE_STRING( "" );
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MESSAGE_END();
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#endif
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//Reset spawn full variable.
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m_sSpawnFlag = "";
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//Remove pause.
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g_bPaused = false;
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//Reset timer.
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g_pGameRules->m_Timer.Reset();
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//Score log
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g_pGameRules->m_ScoreLog.Start();
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//Spectator scoreboards
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g_pGameRules->HLTV_ResendScoreBoard();
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}
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void AgMatch::Abort()
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{
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//Turn off match
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CVAR_SET_FLOAT("sv_ag_match_running",0);
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CVAR_SET_FLOAT("sv_ag_show_gibs",1);
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CVAR_SET_FLOAT("ag_spectalk",1);
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m_fMatchStart = -1;
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//Score log off
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g_pGameRules->m_ScoreLog.End();
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//Remove pause.
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g_bPaused = false;
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//Loop through all active players.
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer* pPlayerLoop = AgPlayerByIndex(i);
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if (pPlayerLoop)
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{
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if (pPlayerLoop->IsSpectator())
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{
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//Regular spectators aint spawned when match is restarted.
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pPlayerLoop->ResetScore(); //Reset the score.
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pPlayerLoop->SetIngame(true);
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pPlayerLoop->Spectate_Stop(true);
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}
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pPlayerLoop->SetDisplayGamemode(2); //Show settings.
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}
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}
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}
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void AgMatch::Allow(CBasePlayer* pPlayer)
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{
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ASSERT(NULL != pPlayer);
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if (!pPlayer)
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return;
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ASSERT(NULL != pPlayer->pev);
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if (!pPlayer->pev)
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return;
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pPlayer->SetIngame(true);
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g_pGameRules->m_ScoreCache.UpdateScore(pPlayer);
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if (pPlayer->IsSpectator())
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{
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pPlayer->Spectate_Stop(true);
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}
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AgString sText;
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sText = UTIL_VarArgs("\"%s\" is now allowed to enter the game",pPlayer->GetName());
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AgSay(NULL,sText);
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AgConsole(sText);
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}
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//-- Martin Webrant
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