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Proper Overrides
Moved some things around so its easier to find using proper overrides instead of inserting code in random places. Works the same way.
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7 changed files with 153 additions and 35 deletions
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@ -1428,9 +1428,6 @@ function DefaultGame::clientJoinTeam( %game, %client, %team, %respawn )
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updateCanListenState( %client );
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logEcho(%client.nameBase@" (cl "@%client@") joined team "@%client.team);
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//Trigger GetCounts
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ResetClientChangedTeams();
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}
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function DefaultGame::AIHasJoined(%game, %client)
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@ -1483,9 +1480,6 @@ function DefaultGame::AIChangeTeam(%game, %client, %newTeam)
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}
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messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1bot %1 has switched to team %2.', %client.name, %game.getTeamName(%client.team), %client, %client.team );
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//Trigger GetCounts
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ResetClientChangedTeams();
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}
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function DefaultGame::clientChangeTeam(%game, %client, %team, %fromObs, %respawned) // z0dd - ZOD, 6/06/02. Don't send a message if player used respawn feature. Added %respawned
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@ -1561,9 +1555,6 @@ function DefaultGame::clientChangeTeam(%game, %client, %team, %fromObs, %respawn
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// MES - switch objective hud lines when client switches teams
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messageClient(%client, 'MsgCheckTeamLines', "", %client.team);
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logEcho(%client.nameBase@" (cl "@%client@") switched to team "@%client.team);
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//Trigger GetCounts
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ResetClientChangedTeams();
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}
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// missioncleanup and missiongroup are checked prior to entering game code
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@ -1646,9 +1637,6 @@ function DefaultGame::onClientLeaveGame(%game, %client)
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//remove them from the team rank arrays
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%game.removeFromTeamRankArray(%client);
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logEcho(%client.nameBase@" (cl "@%client@") dropped");
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//Trigger GetCounts
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ResetClientChangedTeams();
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}
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function DefaultGame::clientMissionDropReady(%game, %client)
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@ -1780,10 +1768,6 @@ function DefaultGame::testDrop( %game, %client )
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function DefaultGame::onClientEnterObserverMode( %game, %client )
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{
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// Default game doesn't care...
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//Trigger GetCounts
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ResetClientChangedTeams();
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}
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// from 'item.cs'
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