コード例 #1
0
ファイル: Team.cpp プロジェクト: 9heart/spring
void CTeam::Died(bool normalDeath)
{
	if (isDead)
		return;

	if (normalDeath) {
		// this message is not relayed to clients, it's only for the server
		net->Send(CBaseNetProtocol::Get().SendTeamDied(gu->myPlayerNum, teamNum));
	}

	KillAIs();

	// demote all players in _this_ team to spectators
	for (int a = 0; a < playerHandler->ActivePlayers(); ++a) {
		if (playerHandler->Player(a)->team == teamNum) {
			playerHandler->Player(a)->StartSpectating();
			playerHandler->Player(a)->SetControlledTeams();
		}
	}

	// increase per-team unit-limit for each remaining team in _our_ allyteam
	teamHandler->UpdateTeamUnitLimitsPreDeath(teamNum);
	eventHandler.TeamDied(teamNum);

	isDead = true;
}
コード例 #2
0
ファイル: Team.cpp プロジェクト: DarksidedStudios/spring
void CTeam::Died(bool normalDeath)
{
	if (isDead)
		return;

	isDead = true;

	if (normalDeath) {
		if (leader >= 0) {
			const CPlayer* leadPlayer = playerHandler->Player(leader);
			const char* leaderName = leadPlayer->name.c_str();
			LOG(CMessages::Tr("Team %i (lead by %s) is no more").c_str(), teamNum, leaderName);
		} else {
			LOG(CMessages::Tr("Team %i is no more").c_str(), teamNum);
		}

		// this message is not relayed to clients, it's only for the server
		net->Send(CBaseNetProtocol::Get().SendTeamDied(gu->myPlayerNum, teamNum));
	}

	KillAIs();

	// demote all players in _this_ team to spectators
	for (int a = 0; a < playerHandler->ActivePlayers(); ++a) {
		if (playerHandler->Player(a)->team == teamNum) {
			playerHandler->Player(a)->StartSpectating();
			playerHandler->Player(a)->SetControlledTeams();
		}
	}

	eventHandler.TeamDied(teamNum);
}