06-05-2005, 01:23 AM (This post was last modified: 06-05-2005, 01:24 AM by Pique.)
not sure if this is ricochet or programming but whatever
2v2 NOW WORKS!!!!!
There are still some obvious bugs as the scoreboard messes up a lot. The Teams dont get changed up until they lose. And the titles.txt needs some serious work. Also the map isn't great either, now i need to fix it up.
BUT TEAMPLAY IS NOW FUNCTIONABLE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
MUHAHAHHAHAHAHHAHHAHHAHHA
06-05-2005, 03:11 AM (This post was last modified: 06-06-2005, 05:54 PM by Miagi.)
Fixed the scoreboard. This is how in StartRound, I have it setup so that each round it resends the scoreboard instead of just sending wth a new match.
Fixed white disc by commenting out 'pPlayer->pev->team = 0;' located in movetospectator. That line removes people from their team ie. red or blue. They become white.
So when I commented that line out, the people who are waiting in spectate now keep their colors until assigned a new opponent. Looks better anyway:D
Here's the entire disc_arena.cpp
Code:
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: Handles the arena portion of discwar
//
// $Workfile: Â Â $
// $Date: Â Â Â Â $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
// NOTE:
// We store queue position in pev->playerclass, so it's automatically pushed
// down to the client. The scoreboard uses pev->playerclass to display the
// positions of the players in the queue.
void CDiscArena::Spawn( void )
{
pev->groupinfo = 1 << (g_iNextArenaGroupInfo++);
Reset();
void CDiscArena::Reset( void )
{
// Remove all clients in the queue
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
 CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
 if (pPlayer && (pPlayer->m_pCurrentArena == this) && pPlayer->m_bHasDisconnected != TRUE )
 {
 RemoveClient( pPlayer );
 // Move her into spectator mode
 //MoveToSpectator( pPlayer );
 }
}
//-----------------------------------------------------------------------------
// Purpose: Start a battle. Spawn all the players, and begin the countdown.
//-----------------------------------------------------------------------------
void CDiscArena::StartBattle( void )
{
m_iCurrRound = 0;
m_iTeamOneScore = m_iTeamTwoScore = 0;
// First, set all players in this arena to "didn't play"
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
 CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
 if (pPlayer && (pPlayer->m_pCurrentArena == this) && pPlayer->m_bHasDisconnected != TRUE )
 pPlayer->m_iLastGameResult = GAME_DIDNTPLAY;
}
// Get the players in the battle
for ( i = 0; i < (m_iPlayersPerTeam * 2); i++ )
{
 CBasePlayer *pCurr;
 // Check to see if this slot's already full
 if ( m_hCombatants[ i ] )
 {
 pCurr = (CBasePlayer*)(CBaseEntity*)m_hCombatants[ i ];
 }
 else
 {
 // Pop a new player from the queue
 pCurr = GetNextPlayer();
 if (!pCurr)
 {
  // Couldnt get enough players. Reset.
  Reset();
  return;
 }
 }
 // Set her team number
 if ( i < m_iPlayersPerTeam )
 pCurr->pev->team = 1;
 else
 pCurr->pev->team = 2;
 pCurr->pev->iuser4 = pCurr->pev->team;
 char sz[128];
 sprintf(sz, "Arena %d", pev->groupinfo );
 MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo );
 WRITE_BYTE( pCurr->entindex() );
 WRITE_STRING( sz );
 MESSAGE_END();
 // Add her to the list of combatants
 m_hCombatants[ i ] = pCurr;
Â
 // Force her to update her clientinfo, so her colors match her team
 ClientUserInfoChanged( pCurr->edict(), g_engfuncs.pfnGetInfoKeyBuffer( pCurr->edict() ) );
}
// Start the first round
StartRound();
}
//-----------------------------------------------------------------------------
// Purpose: Start the next round in the match
//-----------------------------------------------------------------------------
void CDiscArena::StartRound( void )
{
m_iCurrRound++;
m_iSecondsTillStart = ARENA_TIME_PREBATTLE;
m_flTimeLimitOver = gpGlobals->time + ARENA_TIME_ROUNDLIMIT;
RestoreWorldObjects();
//miagi for 2v2
// Get the players in the battle
for ( int t = 0; t < (m_iPlayersPerTeam * 2); t++ )
{
 CBasePlayer *pCurr;
 // Check to see if this slot's already full
 if ( m_hCombatants[ t ] )
 {
 pCurr = (CBasePlayer*)(CBaseEntity*)m_hCombatants[ t ];
 }
Â
 // Set scoreboard
Â
 char sz[128];
 sprintf(sz, "Arena %d", pev->groupinfo );
 MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo );
 WRITE_BYTE( pCurr->entindex() );
 WRITE_STRING( sz );
 MESSAGE_END();
 // Add her to the list of combatants
 //m_hCombatants[ t ] = pCurr;
Â
 // Force her to update her clientinfo, so her colors match her team
 //ClientUserInfoChanged( pCurr->edict(), g_engfuncs.pfnGetInfoKeyBuffer( pCurr->edict() ) );
}
//end miagi
// Tell the clients
for ( int iPlayerNum = 1; iPlayerNum <= gpGlobals->maxClients; iPlayerNum++ )
{
 CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( iPlayerNum );
 if (pPlayer && (pPlayer->pev->groupinfo & pev->groupinfo) && (pPlayer->m_bHasDisconnected != TRUE) )
 {
 MESSAGE_BEGIN( MSG_ONE, gmsgStartRnd, NULL, pPlayer->edict() );
  WRITE_BYTE( m_iCurrRound );
  WRITE_BYTE( m_iSecondsTillStart );
  WRITE_BYTE( (m_iPlayersPerTeam * 2) );
  // Send down all the players in the round
  for ( int j = 0; j < (m_iPlayersPerTeam * 2); j++ )
  {
  if (m_hCombatants[j])
   WRITE_SHORT( ((CBaseEntity*)m_hCombatants[j])->entindex() );
  }
 MESSAGE_END();
Â
 }
}
// Spawn all the players in the round
for ( int i = 0; i < (m_iPlayersPerTeam * 2); i++ )
{
 CBasePlayer *pPlayer = ((CBasePlayer*)(CBaseEntity*)m_hCombatants[i]);
 if ( pPlayer )
 {
 // make sure the player's groupinfo is set the arena's groupinfo
 pPlayer->pev->groupinfo = pev->groupinfo;
 // is the player an observer?
 if ( pPlayer->IsObserver() )
 {
  SpawnCombatant( pPlayer );
 }
 // Remove any powerups
 pPlayer->RemoveAllPowerups();
 }
}
//-----------------------------------------------------------------------------
// Purpose: Make sure all the Combatants in the game a valid. Return FALSE if not.
//-----------------------------------------------------------------------------
int CDiscArena::ValidateCombatants( void )
{
for ( int i = 0; i < (m_iPlayersPerTeam * 2); i++ )
{
 CBasePlayer *pPlayer = ((CBasePlayer*)(CBaseEntity*)m_hCombatants[i]);
 if ( !pPlayer )
 return FALSE;
 if ( pPlayer->m_bHasDisconnected )
 return FALSE;
}
return TRUE;
}
//-----------------------------------------------------------------------------
// Purpose: Restore all the world objects
//-----------------------------------------------------------------------------
void CDiscArena::RestoreWorldObjects( void )
{
CBaseEntity *pFunc = NULL;
while ((pFunc = UTIL_FindEntityByClassname( pFunc, "func_plat_toggleremove" )) != NULL)
{
 ((CPlatToggleRemove*)pFunc)->Reset();
}
while ((pFunc = UTIL_FindEntityByClassname( pFunc, "func_disctoggle" )) != NULL)
{
 ((CDiscTarget*)pFunc)->Reset();
}
//-----------------------------------------------------------------------------
// Purpose: Countdown to the round start
//-----------------------------------------------------------------------------
void CDiscArena::CountDownThink( void )
{
// Freeze everyone until there's 3 seconds to go
if ( m_iSecondsTillStart == 3 )
{
 for ( int i = 0; i < (m_iPlayersPerTeam * 2); i++ )
 {
 //.asm - white disc haxxx...
 // if the player is "dead" during countdown and they are not NULL
  Â
 CBasePlayer *pPlayer = ((CBasePlayer*)(CBaseEntity*)m_hCombatants[i]);
 if( m_hCombatants[i] != NULL && !m_hCombatants[i]->IsAlive() )
     Â
 {
  //SpawnCombatant( pPlayer );
  pPlayer->Spawn();
  //Miagi Stop floaters
  pPlayer->StopObserver();
  Â
  //UTIL_ClientPrintAll( HUD_PRINTNOTIFY, "Spawned" );
 }
 // end hax
 if (m_hCombatants[i])
  ((CBaseEntity*)m_hCombatants[i])->pev->maxspeed = 320;
 }
}
m_iSecondsTillStart--;
// Play countdown VOX
if (m_iSecondsTillStart < 5)
{
 // Speech
 for ( int i = 0; i < (m_iPlayersPerTeam * 2); i++ )
 {
 if (m_hCombatants[i])
  ((CBasePlayer*)(CBaseEntity*)m_hCombatants[i])->ClientHearVox( g_szCountDownVox[ m_iSecondsTillStart ] );
 }
}
// Send the message to the clients in the arena
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
 CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
 if (pPlayer && (pPlayer->pev->groupinfo & pev->groupinfo) && pPlayer->m_bHasDisconnected != TRUE)
 {
 MESSAGE_BEGIN( MSG_ONE, gmsgStartRnd, NULL, pPlayer->edict() );
  WRITE_BYTE( m_iCurrRound );
  WRITE_BYTE( m_iSecondsTillStart );
  WRITE_BYTE( 0 );
 MESSAGE_END();
 }
}
if (m_iSecondsTillStart)
{
 pev->nextthink = gpGlobals->time + 1.0;
}
else
{
 m_iArenaState = ARENA_BATTLE_IN_PROGRESS;
 // Enable powerups
 CBaseEntity *pFunc = NULL;
 while ((pFunc = UTIL_FindEntityByClassname( pFunc, "item_powerup" )) != NULL)
 {
 ((CDiscwarPowerup*)pFunc)->Enable();
 }
 pev->nextthink = gpGlobals->time + 1.0;
 SetThink( BattleThink );
}
}
//-----------------------------------------------------------------------------
// Purpose: A player in the battle has died. See if we need to restart the battle.
//-----------------------------------------------------------------------------
void CDiscArena::PlayerKilled( CBasePlayer *pPlayer )
{
// Check to see if the battle's over in 5 seconds
if ( m_iArenaState == ARENA_BATTLE_IN_PROGRESS || m_iArenaState == ARENA_COUNTDOWN )
{
 if ( !CheckBattleOver() )
 {
  //Play with this to see if white disc glitch can be fixed - desNotes
 pev->nextthink = gpGlobals->time + 0.5;
 SetThink( CheckOverThink );
 }
}
}
//-----------------------------------------------------------------------------
// Purpose: A player in the battle has respawned. Move them to observer mode.
//-----------------------------------------------------------------------------
void CDiscArena::PlayerRespawned( CBasePlayer *pPlayer )
{
if ( m_iArenaState == ARENA_BATTLE_IN_PROGRESS )
{
 // Move the player into Spectator mode
 MoveToSpectator( pPlayer );
}
else if ( m_iArenaState == ARENA_SHOWING_SCORES && ( m_iTeamOneScore >= m_iMaxRounds || m_iTeamTwoScore >= m_iMaxRounds ) )
{
 // Battle is over. If there's only 2 players in the game, just respawn.
 // Otherwise, move to spectator.
 int iNumPlayers = 0;
 for ( int i = 1; i <= gpGlobals->maxClients; i++ )
 {
 CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
 if (pPlayer && pPlayer->m_bHasDisconnected != TRUE)
  iNumPlayers++;
 }
 // Move the player into Spectator mode if there are more players
 if ( iNumPlayers > 2 )
 MoveToSpectator( pPlayer );
}
}
//-----------------------------------------------------------------------------
// Purpose: Move the player to a spectating position
//-----------------------------------------------------------------------------
void CDiscArena::MoveToSpectator( CBasePlayer *pPlayer )
{
// Find the spectator spawn position
CBaseEntity *pSpot = UTIL_FindEntityByClassname( NULL, "info_player_spectator");
if ( pSpot )
{
 pPlayer->StartObserver( pSpot->pev->origin, pSpot->pev->angles);
}
else
{
 // Find any spawn point
 edict_t *pentSpawnSpot = EntSelectSpawnPoint( pPlayer );
 pPlayer->StartObserver( VARS(pentSpawnSpot)->origin, VARS(pentSpawnSpot)->angles);
}
//Miagi Causes white disc! This sets the team zero for people spectating
//pPlayer->pev->team = 0;
//-----------------------------------------------------------------------------
// Purpose: Round timelimit has been hit
//-----------------------------------------------------------------------------
void CDiscArena::TimeOver( void )
{
// Display the 10 second warning first
if ( !m_bShownTimeWarning )
{
 m_bShownTimeWarning = TRUE;
 for ( int i = 1; i <= gpGlobals->maxClients; i++ )
 {
 CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
 if (pPlayer && (pPlayer->pev->groupinfo & pev->groupinfo) && pPlayer->m_bHasDisconnected != TRUE)
  ClientPrint( pPlayer->pev, HUD_PRINTCENTER, "#Time_Warning" );
 }
 pev->nextthink = gpGlobals->time + 10;
}
else
{
 for ( int i = 1; i <= gpGlobals->maxClients; i++ )
 {
 CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
 if (pPlayer && (pPlayer->pev->groupinfo & pev->groupinfo) && (pPlayer->m_bHasDisconnected != TRUE) )
  ClientPrint( pPlayer->pev, HUD_PRINTCENTER, "#Time_Over" );
 }
 // Increment both scores to force the game to end
 m_iTeamOneScore++;
 m_iTeamTwoScore++;
// See if the battle is finished
for ( int i = 0; i < (m_iPlayersPerTeam * 2); i++ )
{
 if ( m_hCombatants[i] != NULL && ((CBasePlayer*)(CBaseEntity*)m_hCombatants[i])->IsAlive() )
 {
 if ( ((CBaseEntity*)m_hCombatants[i])->pev->team == 1 )
  bTeamOneAlive = true;
 else if ( ((CBaseEntity*)m_hCombatants[i])->pev->team == 2 )
  bTeamTwoAlive = true;
 }
}
if ( !bTeamOneAlive || !bTeamTwoAlive )
{
 // Battle is finished.
 if (bTeamOneAlive)
 {
 m_iWinningTeam = 1;
 m_iTeamOneScore++;
 }
 else
 {
 m_iWinningTeam = 2;
 m_iTeamTwoScore++;
 }
 int iTeamInTheLead = 0;
 if ( m_iTeamOneScore > m_iTeamTwoScore )
 iTeamInTheLead = 1;
 else if ( m_iTeamOneScore < m_iTeamTwoScore )
 iTeamInTheLead = 2;
 // Send the message to the clients in the arena
 for ( int iPlayerNum = 1; iPlayerNum <= gpGlobals->maxClients; iPlayerNum++ )
 {
 CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex( iPlayerNum );
 if (pPlayer && (pPlayer->pev->groupinfo & pev->groupinfo) && (pPlayer->m_bHasDisconnected != TRUE) )
 {
  MESSAGE_BEGIN( MSG_ONE, gmsgEndRnd, NULL, pPlayer->edict() );
  WRITE_BYTE( m_iCurrRound );
  WRITE_BYTE( 1 );
  WRITE_BYTE( m_iPlayersPerTeam );
  // Send down the winners of this round
  for (i = 0; i < (m_iPlayersPerTeam * 2); i++)
  {
   CBasePlayer *pPlayer = (CBasePlayer*)(CBaseEntity*)m_hCombatants[i];
   if ( !pPlayer || pPlayer->pev->team != m_iWinningTeam )
   continue;
   WRITE_SHORT( pPlayer->entindex() );
  }
  // Send down the team who's winning the battle now
  if ( iTeamInTheLead == 0 )
  {
   // It's a draw at the moment.
   // No need to send down player data.
   WRITE_BYTE( 0 );
  }
  else
  {
   WRITE_BYTE( m_iPlayersPerTeam );
   // Send down the winners of this round
   for (i = 0; i < (m_iPlayersPerTeam * 2); i++)
   {
   CBasePlayer *pPlayer = (CBasePlayer*)(CBaseEntity*)m_hCombatants[i];
   if ( !pPlayer || pPlayer->pev->team != iTeamInTheLead )
    continue;
   WRITE_SHORT( ((CBaseEntity*)m_hCombatants[i])->entindex() );
   }
  }
  // Send down the scores
  if ( iTeamInTheLead == 1 )
  {
   WRITE_BYTE( m_iTeamOneScore );
   WRITE_BYTE( m_iTeamTwoScore );
  }
  else
  {
   WRITE_BYTE( m_iTeamTwoScore );
   WRITE_BYTE( m_iTeamOneScore );
  }
  // Send down over or not
  if ( m_iTeamOneScore == m_iMaxRounds || m_iTeamTwoScore == m_iMaxRounds )
   WRITE_BYTE( 1 );
  else
   WRITE_BYTE( 0 );
  MESSAGE_END();
 }
 }
 BattleOver();
 return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Check to see if the Battle is over
//-----------------------------------------------------------------------------
void CDiscArena::CheckOverThink( void )
{
if ( !CheckBattleOver() )
{
 if ( m_iArenaState == ARENA_COUNTDOWN )
 {
 pev->nextthink = gpGlobals->time + 0.1;
 SetThink( CountDownThink );
 }
 else
 {
 pev->nextthink = gpGlobals->time + 0.1;
 SetThink( BattleThink );
 }
}
}
//-----------------------------------------------------------------------------
// Purpose: Show who won, and then restart the round
//-----------------------------------------------------------------------------
void CDiscArena::FinishedThink( void )
{
m_iSecondsTillStart--;
if (m_iSecondsTillStart)
{
 pev->nextthink = gpGlobals->time + 1.0;
}
else
{
 SetThink( NULL );
 // Tell the clients to remove the "Won" window
 for ( int i = 1; i <= gpGlobals->maxClients; i++ )
 {
 CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
 if (pPlayer && (pPlayer->pev->groupinfo & pev->groupinfo) && pPlayer->m_bHasDisconnected != TRUE)
 {
  MESSAGE_BEGIN( MSG_ONE, gmsgEndRnd, NULL, pPlayer->edict() );
  WRITE_BYTE( m_iCurrRound );
  WRITE_BYTE( 0 );
  WRITE_BYTE( 0 );
  MESSAGE_END();
 }
 }
 // Round is over. See if the match is over too.
 if ( m_iTeamOneScore >= m_iMaxRounds || m_iTeamTwoScore >= m_iMaxRounds )
 {
 // Remove the losers from the combatants list
 for (int i = 0; i < (m_iPlayersPerTeam * 2); i++)
 {
  CBasePlayer *pPlayer = (CBasePlayer*)(CBaseEntity*)m_hCombatants[i];
  if (!pPlayer)
  continue;
  if ( pPlayer->pev->team == m_iWinningTeam )
  {
  pPlayer->m_iDeaths += 1;
  pPlayer->m_iLastGameResult = GAME_WON;
  continue;
  }
  pPlayer->m_iLastGameResult = GAME_LOST;
  m_hCombatants[i] = NULL;
 }
 // Then start the next Battle
 PostBattle();
 }
 else
 {
 // Start the next round
 StartRound();
 }
}
}
//-----------------------------------------------------------------------------
// Purpose: Spawn a player in this battle
//-----------------------------------------------------------------------------
void CDiscArena::SpawnCombatant( CBasePlayer *pPlayer )
{
pPlayer->pev->groupinfo = pev->groupinfo;
// Spawn
g_pGameRules->GetPlayerSpawnSpot( pPlayer );
// Make sure she's out of spectator mode
pPlayer->StopObserver();
// Prevent movement for a couple of seconds
pPlayer->pev->maxspeed = 1;
}
//-----------------------------------------------------------------------------
// Purpose: New client was added to the arena
//-----------------------------------------------------------------------------
void CDiscArena::AddClient( CBasePlayer *pPlayer, BOOL bCheckStart )
{
// Remove them from any arena they're currently in
if ( pPlayer->m_pCurrentArena != NULL )
 pPlayer->m_pCurrentArena->RemoveClient( pPlayer );
// Add her to the queue
AddPlayerToQueue( pPlayer );
pPlayer->m_pCurrentArena = this;
// Only check a restart if the flag is set
if ( bCheckStart )
{
 // Start a game if there's none going, and we now have enough players
 // Allow starting of games if there aren't enough players, but there's more than 1 on the svr.
 //if ( (m_iPlayersPerTeam > 1) && (m_iPlayers > 1) && (m_iPlayers < (m_iPlayersPerTeam * 2)) )
 //m_iPlayersPerTeam = 1;
 // If we're in a battle, and the players-per-team isn't the map's setting, restart the battle
 if ( (m_iArenaState == ARENA_WAITING_FOR_PLAYERS) && ( m_iPlayers >= (m_iPlayersPerTeam * 2) ) )
 {
 // Start a battle in a second to let the clients learn about this new player
 SetThink( StartBattleThink );
 pev->nextthink = gpGlobals->time + 1.0;
 }
 else
 {
 // Move her into spectator mode
 MoveToSpectator( pPlayer );
 }
}
}
//-----------------------------------------------------------------------------
// Purpose: Client was removed from the arena
//-----------------------------------------------------------------------------
void CDiscArena::RemoveClient( CBasePlayer *pPlayer )
{
m_iPlayers--;
// Is she in the current battle?
if ( pPlayer->pev->playerclass != 0 )
{
 // No, she's in the queue, so remove her.
 RemovePlayerFromQueue( pPlayer );
}
else if ( m_iArenaState != ARENA_WAITING_FOR_PLAYERS )
{
 // This team loses
 m_iWinningTeam = (pPlayer->pev->team == 1) ? 2 : 1;
 if ( m_iWinningTeam == 1 )
 m_iTeamOneScore = m_iMaxRounds - 1;  // -1 because we'll get 1 point for winning this round in CheckOverThink
 else
 m_iTeamTwoScore = m_iMaxRounds - 1;  // -1 because we'll get 1 point for winning this round in CheckOverThink
 // Find the player in the combatant list
 for ( int i = 0; i < (m_iPlayersPerTeam * 2); i++ )
 {
 // Check to see if this slot's already full
 if ( m_hCombatants[ i ] == pPlayer )
 {
  m_hCombatants[i] = NULL;
  break;
 }
 }
 CheckOverThink();
}
}
//-----------------------------------------------------------------------------
// Purpose: Add a player to the end of the queue
//-----------------------------------------------------------------------------
void CDiscArena::AddPlayerToQueue( CBasePlayer *pPlayer )
{
if ( !pPlayer )
 return;
if ( m_pPlayerQueue )
{
 CBasePlayer *pCurr = (CBasePlayer*)(CBaseEntity*)m_pPlayerQueue;
 while ( pCurr->m_pNextPlayer )
 {
 pCurr = (CBasePlayer*)(CBaseEntity*)pCurr->m_pNextPlayer;
 }
 pCurr->m_pNextPlayer = pPlayer;
 pPlayer->pev->playerclass = pCurr->pev->playerclass + 1;
}
else
{
 m_pPlayerQueue = pPlayer;
 pPlayer->pev->playerclass = 1;
}
//-----------------------------------------------------------------------------
// Purpose: Remove a player from the queue
//-----------------------------------------------------------------------------
void CDiscArena::RemovePlayerFromQueue( CBasePlayer *pPlayer )
{
bool bFoundHer = false;
if ( !pPlayer )
 return;
CBasePlayer *pCurr = (CBasePlayer*)(CBaseEntity*)m_pPlayerQueue;
CBasePlayer *pPrev = NULL;
while ( pCurr )
{
 if (pCurr == pPlayer )
 {
 bFoundHer = true;
 if (pPrev)
  pPrev->m_pNextPlayer = pCurr->m_pNextPlayer;
 else
  m_pPlayerQueue = pCurr->m_pNextPlayer;
 }
 else
 {
 pPrev = pCurr;
 // Adjust all the following player's queue positions
 if (bFoundHer)
  pCurr->pev->playerclass--;
 }
 pCurr = (CBasePlayer*)(CBaseEntity*)pCurr->m_pNextPlayer;
}
//-----------------------------------------------------------------------------
// Purpose: Get the next player from the queue, and shuffle the rest up
//-----------------------------------------------------------------------------
CBasePlayer *CDiscArena::GetNextPlayer( void )
{
if ( m_pPlayerQueue == NULL )
 return NULL;
//-----------------------------------------------------------------------------
// Returns TRUE if the Arena is full
int CDiscArena::IsFull( void )
{
if ( m_iPlayers < (m_iPlayersPerTeam * 2) )
 return FALSE;
return TRUE;
}
//-----------------------------------------------------------------------------
// Returns the first player in the Arena's queue, if any
CBasePlayer *CDiscArena::GetFirstSparePlayer( void )
{
if ( m_pPlayerQueue == NULL )
 return NULL;
//-----------------------------------------------------------------------------
// Add a client to an Arena. Find the first arena that doesn't have two
// players in it, and add this player to that. If we find a third player
// Spectating another arena, grab them and add them to this player's arena.
//Modifying process to put new player in sepctate mode so reconnectors
//won't get to the front of the line - .asm 06/03/03
void AddClientToArena( CBasePlayer *pPlayer )
{
// First, find an arena for this player to be put into
for (int i = 0; i < MAX_ARENAS; i++)
{
 if ( g_pArenaList[i]->IsFull() == FALSE )
 {
 int iArenaNumber = i;
 g_pArenaList[iArenaNumber]->AddClient( pPlayer, TRUE );
 bool bFoundOne = TRUE;
 // Now, if this arena's not full, try to find more player to join her
 //Commented out - .asm 06/03/03
 /* while ( (g_pArenaList[iArenaNumber]->IsFull() == FALSE) && bFoundOne )
 {
  bFoundOne = FALSE;
  // Cycle through all the arenas and find a spare player
  for (int j = 0; j < MAX_ARENAS; j++)
  {
  CBasePlayer *pSparePlayer = g_pArenaList[j]->GetFirstSparePlayer();
  if (pSparePlayer && pSparePlayer != pPlayer)
  {
   g_pArenaList[j]->RemoveClient( pSparePlayer );
   g_pArenaList[iArenaNumber]->AddClient( pSparePlayer, TRUE );
   bFoundOne = TRUE;
   break;
  }
  }
 } */
 // If we couldn't find another player for this arena, just add them to an existing arena
 if ( g_pArenaList[iArenaNumber]->IsFull() == FALSE )
 {
  // Add to the first full arena
  for (int j = 0; j < MAX_ARENAS; j++)
  {
  if ( g_pArenaList[j]->IsFull() )
  {
   // Remove from current
   g_pArenaList[iArenaNumber]->RemoveClient( pPlayer );
   // Add to full one
   iArenaNumber = j;
   g_pArenaList[iArenaNumber]->AddClient( pPlayer, TRUE );
   break;
  }
  }
 }
 //Beginning of added code to prevent reconnectors - .asm 06/03/03
 else
 {
 bFoundOne = FALSE;
 // Cycle through all the arenas and find a spare player
 for (int j = 0; j < MAX_ARENAS; j++)
 {
 CBasePlayer *pSparePlayer = g_pArenaList[j]->GetFirstSparePlayer();
 if (pSparePlayer && pSparePlayer != pPlayer)
 {
  g_pArenaList[j]->RemoveClient( pSparePlayer );
  g_pArenaList[iArenaNumber]->AddClient( pSparePlayer, TRUE );
  bFoundOne = TRUE;
  break;
 }
 }
}
 //End of added code to prevent reconnectors - .asm 06/03/03 Â
 //ALERT( at_console, "ADDED %s to Arena %d\n", STRING(pPlayer->pev->netname), iArenaNumber );
 return;
 }
}
}
//-----------------------------------------------------------------------------
// Put the specified group of players into the current arena
int AddPlayers( int iPlayers, int iArenaNum )
{
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
 CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
 if (pPlayer && (pPlayer->m_pCurrentArena == NULL) && (pPlayer->m_bHasDisconnected != TRUE) )
 {
 if ( pPlayer->m_iLastGameResult != iPlayers )
  continue;
 g_pArenaList[iArenaNum]->AddClient( pPlayer, FALSE );
 if ( g_pArenaList[iArenaNum]->IsFull() )
  iArenaNum++;
 }
}
return iArenaNum;
}
//-----------------------------------------------------------------------------
// Take all the players not in battles and shuffle them into new groups
void ShufflePlayers( void )
{
int iArenaNum = 0;
// Reset all Arenas
for ( int i = 0; i < MAX_ARENAS; i++)
{
 g_pArenaList[i]->Reset();
}
// Play the winners off against the other winners first
iArenaNum = AddPlayers( GAME_WON, iArenaNum );
// First, add the players who didn't play at all
iArenaNum = AddPlayers( GAME_DIDNTPLAY, iArenaNum );
// Then add the losers
iArenaNum = AddPlayers( GAME_LOST, iArenaNum );
// Then tell all full arenas to start
for (i = 0; i < MAX_ARENAS; i++)
{
 if ( g_pArenaList[i]->IsFull() )
 {
 g_pArenaList[i]->StartBattle();
 }
 else
 {
 // If the arena has players in it, move them to the first full arena
 if ( g_pArenaList[i]->m_iPlayers != 0 )
 {
  for ( int j = 1; j <= gpGlobals->maxClients; j++ )
  {
  CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( j );
  if (pPlayer && (pPlayer->m_pCurrentArena == g_pArenaList[i]) && (pPlayer->m_bHasDisconnected != TRUE) )
  {
   // Add to the first arena
   g_pArenaList[0]->AddClient( pPlayer, TRUE );
   pPlayer->m_iLastGameResult = GAME_DIDNTPLAY;
  }
  }
 }
 }
}
}
//-----------------------------------------------------------------------------
// The Battle is over. First, check to see if there are games going on in
// other arenas. If there are, these players go watch one of them for a bit.
// If all games finish in that time, shuffle all the players and start new
// games. Otherwise, shuffle all the players who aren't still playing, and
// start new games with them.
void CDiscArena::PostBattle( void )
{
int iOtherGame = -1;
// First, see if there are any other games going on in other arenas
for (int i = 0; i < MAX_ARENAS; i++)
{
 if ( g_pArenaList[i]->m_iArenaState != ARENA_WAITING_FOR_PLAYERS && g_pArenaList[i] != this )
 {
 iOtherGame = i;
 break;
 }
}
// If there are no other games, just shuffle and start again
if ( iOtherGame == -1 )
{
 ShufflePlayers();
 return;
}
// There's another game going on. Move all the players from this arena to it to spectate.
for ( i = 1; i <= gpGlobals->maxClients; i++ )
{
 CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
 if (pPlayer && (pPlayer->pev->groupinfo & pev->groupinfo) && (pPlayer->m_bHasDisconnected != TRUE) )
 {
 g_pArenaList[ iOtherGame ]->AddClient( (CBasePlayer*)pPlayer, TRUE );
 }
}
<@Miagi> !8 Am I spamming?
<@ChanServ> Miagi: Yes.
<@Miagi> !8 Should I stop?
<@ChanServ> Miagi: Oh, please, PLEASE, make it stop!
<@Miagi> !8 Am I spamming?
<@ChanServ> Miagi: Yes.
<@Miagi> !8 Should I stop?
<@ChanServ> Miagi: Oh, please, PLEASE, make it stop!
Nope. I'll have to try to fix/reformat my linux box to get a bug free version for grits sometime.
<@Miagi> !8 Am I spamming?
<@ChanServ> Miagi: Yes.
<@Miagi> !8 Should I stop?
<@ChanServ> Miagi: Oh, please, PLEASE, make it stop!