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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 "agglobal.h"
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#include "aglms.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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AgLMS::AgLMS()
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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_Status = Waiting;
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}
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AgLMS::~AgLMS()
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{
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}
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void AgLMS::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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if (m_fNextCountdown > gpGlobals->time)
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return;
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m_fNextCountdown = gpGlobals->time + 0.5f;
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if (g_pGameRules->IsTeamplay())
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{
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//Teams.
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AgStringSet setTeams;
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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->IsAlive())
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{
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pPlayerLoop->SetIngame(false); //Cant respawn
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if(!pPlayerLoop->IsSpectator())
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{
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//Quake1 teleport splash around him.
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_TELEPORT );
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WRITE_COORD(pPlayerLoop->pev->origin.x);
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WRITE_COORD(pPlayerLoop->pev->origin.y);
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WRITE_COORD(pPlayerLoop->pev->origin.z);
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MESSAGE_END();
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pPlayerLoop->Spectate_Start();
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pPlayerLoop->Observer_SetMode(OBS_IN_EYE);
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}
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}
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else
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{
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setTeams.insert(pPlayerLoop->m_szTeamName);
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}
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}
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}
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if (!(setTeams.size() > 1))
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{
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m_sWinner = "";
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AgStringSet::iterator itrTeams = setTeams.begin();
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if (itrTeams != setTeams.end())
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{
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m_sWinner = *itrTeams;
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}
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m_Status = Waiting;
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}
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}
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else
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{
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int iPlayersAlive = 0;
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CBasePlayer* pPlayer = NULL;
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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->IsAlive())
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{
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pPlayerLoop->SetIngame(false); //Cant respawn
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if(!pPlayerLoop->IsSpectator())
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{
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//Quake1 teleport splash around him.
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MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
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WRITE_BYTE( TE_TELEPORT );
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WRITE_COORD(pPlayerLoop->pev->origin.x);
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WRITE_COORD(pPlayerLoop->pev->origin.y);
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WRITE_COORD(pPlayerLoop->pev->origin.z);
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MESSAGE_END();
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pPlayerLoop->Spectate_Start();
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pPlayerLoop->Observer_SetMode(OBS_IN_EYE);
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}
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}
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else
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{
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iPlayersAlive++;
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pPlayer = pPlayerLoop;
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}
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}
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}
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if (!(iPlayersAlive > 1))
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{
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m_sWinner = "";
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if (pPlayer)
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m_sWinner = pPlayer->GetName();
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m_Status = Waiting;
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}
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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 + 1.0f;
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//Handle the status
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if (Waiting == m_Status)
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{
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if (g_pGameRules->IsTeamplay())
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{
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//Teams.
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AgStringSet setTeams;
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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->m_bReady)
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{
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setTeams.insert(pPlayerLoop->m_szTeamName);
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}
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}
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if (setTeams.size() > 1)
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{
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m_Status = Countdown;
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m_fMatchStart = gpGlobals->time + 8.0f;
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m_fNextCountdown = gpGlobals->time + 3.0f;
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}
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}
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else
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{
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int iPlayers = 0;
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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->m_bReady)
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{
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iPlayers++;
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}
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}
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if (iPlayers > 1)
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{
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m_Status = Countdown;
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m_fMatchStart = gpGlobals->time + 8.0f;
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m_fNextCountdown = gpGlobals->time + 3.0f;
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}
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}
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//Print winner
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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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//Write waiting message
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AgSay(NULL,"Waiting for players to get ready!\n",&m_fNextSay,2,0.4,0.5);
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}
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else if (Countdown == m_Status)
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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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int i = 1;
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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->m_bReady)
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{
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pPlayerLoop->SetIngame(true);
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}
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}
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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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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->m_bReady)
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{
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if (pPlayerLoop->IsSpectator())
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{
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pPlayerLoop->Spectate_Stop();
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}
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else
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pPlayerLoop->RespawnMatch();
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}
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}
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m_Status = Playing;
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}
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else
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{
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//Write countdown message.
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char szMatchStart[128];
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sprintf(szMatchStart,"Match will begin in %d seconds!\n",(int)(m_fMatchStart - gpGlobals->time));
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AgSay(NULL,szMatchStart,&m_fNextSay,1,0.3,0.5);
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}
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}
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}
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}
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void AgLMS::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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}
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void AgLMS::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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}
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//-- Martin Webrant
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