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357 lines
8.2 KiB
357 lines
8.2 KiB
8 years ago
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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 "player.h"
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#include "weapons.h"
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#include "gamerules.h"
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#include "aggamerules.h"
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#include "agglobal.h"
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#include "agarena.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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AgArena::AgArena()
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{
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m_fMatchStart = 0.0;
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m_fNextCountdown = 0.0;
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m_fNextSay = 0.0;
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m_Player1 = NULL;
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m_Player2 = NULL;
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m_Status = Waiting;
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}
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AgArena::~AgArena()
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{
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}
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void AgArena::Think()
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{
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if (!g_pGameRules)
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return;
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if (Playing == m_Status)
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{
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CBasePlayer* pPlayer1 = GetPlayer1();
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CBasePlayer* pPlayer2 = GetPlayer2();
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if (!pPlayer1 || pPlayer1 && !pPlayer1->IsAlive() || !pPlayer2 || pPlayer2 && !pPlayer2->IsAlive())
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{
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m_Status = PlayerDied;
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m_fNextCountdown = gpGlobals->time + 3.0; //Let the effect of him dying play for 3 seconds
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if (pPlayer1)
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pPlayer1->SetIngame(false); //Cant respawn
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if (pPlayer2)
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pPlayer2->SetIngame(false); //Cant respawn
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}
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}
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else
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{
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//We only update status once every second.
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if (m_fNextCountdown > gpGlobals->time)
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return;
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m_fNextCountdown = gpGlobals->time + 1.0;
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//Handle the status
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if (Waiting == m_Status)
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{
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//Get new arena players.
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if (!GetPlayer1())
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{
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//Get one from top of list.
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if (0 != m_lstWaitList.size())
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{
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m_Player1 = AgPlayerByIndex(m_lstWaitList.front());
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m_lstWaitList.pop_front();
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}
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}
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if (!GetPlayer2())
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{
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//Get one from top of list.
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if (0 != m_lstWaitList.size())
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{
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m_Player2 = AgPlayerByIndex(m_lstWaitList.front());
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m_lstWaitList.pop_front();
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}
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}
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if (GetPlayer1() && GetPlayer2())
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{
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m_Status = Countdown;
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m_fMatchStart = gpGlobals->time + 5.0;
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m_fNextCountdown = gpGlobals->time + 2.0;
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}
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//Write waiting message
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#ifdef AG_NO_CLIENT_DLL
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if (0 != m_sWinner.size())
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{
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AgString s;
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s = "Last match won by " + m_sWinner;
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AgSay(NULL,s.c_str(),NULL,10,0.4,0.1,2);
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m_sWinner = "";
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}
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AgSay(NULL,"Waiting for players to get ready!\n",&m_fNextSay,2,0.4,0.5);
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#else
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MESSAGE_BEGIN( MSG_ALL, gmsgCountdown);
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WRITE_BYTE( 50 );
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WRITE_BYTE( 1 );
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WRITE_STRING( m_sWinner.c_str() );
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WRITE_STRING( "" );
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MESSAGE_END();
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#endif
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}
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else if (Countdown == m_Status)
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{
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if (!GetPlayer1() || !GetPlayer2())
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{
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m_Status = Waiting; //Someone left in middle of countdown. Go back to waiting.
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return;
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}
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if (m_fMatchStart < gpGlobals->time)
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{
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//Clear out the map
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AgResetMap();
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GetPlayer1()->SetIngame(true);
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GetPlayer2()->SetIngame(true);
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g_pGameRules->m_ScoreCache.UpdateScore(GetPlayer1());
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g_pGameRules->m_ScoreCache.UpdateScore(GetPlayer2());
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m_Status = Spawning;
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m_sWinner = "";
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//Time to start playing.
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if (GetPlayer1()->IsSpectator())
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{
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GetPlayer1()->Spectate_Stop();
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}
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else
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GetPlayer1()->RespawnMatch();
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if (GetPlayer2()->IsSpectator())
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{
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GetPlayer2()->Spectate_Stop();
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}
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else
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GetPlayer2()->RespawnMatch();
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m_Status = Playing;
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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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}
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else
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{
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//Write countdown message.
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#ifdef AG_NO_CLIENT_DLL
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char szMatchStart[128];
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sprintf(szMatchStart,"Match %s vs %s in %d seconds!\n",GetPlayer1()->GetName(),GetPlayer2()->GetName(),(int)(m_fMatchStart - gpGlobals->time));
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AgSay(NULL,szMatchStart,&m_fNextSay,1,0.3,0.5);
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#else
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MESSAGE_BEGIN( MSG_ALL, 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( GetPlayer1()->GetName() );
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WRITE_STRING( GetPlayer2()->GetName() );
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MESSAGE_END();
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#endif
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}
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}
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else if (PlayerDied == m_Status)
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{
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CBasePlayer* pPlayer1 = GetPlayer1();
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CBasePlayer* pPlayer2 = GetPlayer2();
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m_Status = Waiting;
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m_sWinner = "";
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if (pPlayer1 && !pPlayer1->IsAlive())
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{
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if(!pPlayer1->IsSpectator())
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{
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pPlayer1->Spectate_Start(false);
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pPlayer1->Spectate_Follow(m_Player2,OBS_IN_EYE);
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}
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m_lstWaitList.push_back(pPlayer1->entindex());
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pPlayer1->SetIngame(false);
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m_Player1 = NULL;
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if (pPlayer2)
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{
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pPlayer2->SetIngame(false);
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if (pPlayer2->IsAlive())
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m_sWinner = pPlayer2->GetName();
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}
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}
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if (pPlayer2 && !pPlayer2->IsAlive())
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{
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if(!pPlayer2->IsSpectator())
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{
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pPlayer2->Spectate_Start(false);
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pPlayer2->Spectate_Follow(m_Player1,OBS_IN_EYE);
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}
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m_lstWaitList.push_back(pPlayer2->entindex());
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pPlayer2->SetIngame(false);
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m_Player2 = NULL;
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if (pPlayer1)
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{
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pPlayer1->SetIngame(false);
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if (pPlayer1->IsAlive())
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m_sWinner = pPlayer1->GetName();
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}
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}
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//Stop sounds.
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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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CLIENT_COMMAND(pPlayerLoop->edict(),"stopsound\n");
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}
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}
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}
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}
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}
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void AgArena::Add(CBasePlayer* pPlayer)
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{
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if (GetPlayer1() == pPlayer || GetPlayer2() == pPlayer)
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return;
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if (0 == m_lstWaitList.size())
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{
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m_lstWaitList.push_back(pPlayer->entindex());
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}
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else
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{
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AgWaitList::iterator itrWaitlist = find(m_lstWaitList.begin(),m_lstWaitList.end(),pPlayer->entindex());
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if (itrWaitlist == m_lstWaitList.end())
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m_lstWaitList.push_back(pPlayer->entindex());
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}
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}
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void AgArena::Remove(CBasePlayer* pPlayer)
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{
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if (GetPlayer1() == pPlayer)
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{
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m_Player1 = NULL;
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}
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else if (GetPlayer2() == pPlayer)
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{
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m_Player2 = NULL;
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}
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else if (0 != m_lstWaitList.size())
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{
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AgWaitList::iterator itrWaitlist = find(m_lstWaitList.begin(),m_lstWaitList.end(),pPlayer->entindex());
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if (itrWaitlist == m_lstWaitList.end())
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m_lstWaitList.erase(itrWaitlist);
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//m_lstWaitList.remove(pPlayer->entindex());
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}
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}
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void AgArena::Ready(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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if (Countdown != m_Status)
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{
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Add(pPlayer);
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ClientPrint( pPlayer->pev, HUD_PRINTCONSOLE, "Changed mode to READY.\n");
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}
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else
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{
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ClientPrint( pPlayer->pev, HUD_PRINTCONSOLE, "Can not change ready state at this point.\n");
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}
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}
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void AgArena::NotReady(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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if (Countdown != m_Status)
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{
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pPlayer->SetIngame(false);
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if(!pPlayer->IsSpectator())
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{
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pPlayer->Spectate_Start(false);
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}
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Remove(pPlayer);
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ClientPrint( pPlayer->pev, HUD_PRINTCONSOLE, "Changed mode to NOT READY.\n");
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}
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else
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{
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ClientPrint( pPlayer->pev, HUD_PRINTCONSOLE, "Can not change ready state at this point.\n");
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}
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}
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void AgArena::ClientConnected(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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//Set status
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pPlayer->SetIngame(false);
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if (!pPlayer->IsProxy())
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Add(pPlayer);
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}
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void AgArena::ClientDisconnected(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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//Set status
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pPlayer->SetIngame(false);
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//Just blank if active in arena.
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//This will put the status into waiting mode within a second.
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if (!pPlayer->IsProxy())
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Remove(pPlayer);
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}
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//-- Martin Webrant
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