Merge branch 'make-way-bots' into 'master'
Kick CPU players to make room for human players that are waiting to play See merge request KartKrew/Kart!2259
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32b4c85649
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313846cb60
5 changed files with 134 additions and 46 deletions
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@ -3991,9 +3991,27 @@ static void HandleConnect(SINT8 node)
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UINT8 maxplayers = min((dedicated ? MAXPLAYERS-1 : MAXPLAYERS), cv_maxplayers.value);
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UINT8 connectedplayers = 0;
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for (UINT8 i = dedicated ? 1 : 0; i < MAXPLAYERS; i++)
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if (playernode[i] != UINT8_MAX) // We use this to count players because it is affected by SV_AddWaitingPlayers when more than one client joins on the same tic, unlike playeringame and D_NumPlayers. UINT8_MAX denotes no node for that player
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for (i = dedicated ? 1 : 0; i < MAXPLAYERS; i++)
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{
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// We use this to count players because it is affected by SV_AddWaitingPlayers when
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// more than one client joins on the same tic, unlike playeringame and D_NumPlayers.
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// UINT8_MAX denotes no node for that player.
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if (playernode[i] != UINT8_MAX)
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{
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// Sal: This hack sucks, but it should be safe.
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// playeringame is set for bots immediately; they are deterministic instead of a netxcmd.
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// If a bot is added with netxcmd in the future, then the node check is still here too.
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// So at worst, a theoretical netxcmd added bot will block real joiners for the time
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// it takes for the command to process, but not cause any horrifying player overwriting.
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if (playeringame[i] && players[i].bot)
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{
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continue;
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}
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connectedplayers++;
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}
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}
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if (bannednode && bannednode[node].banid != SIZE_MAX)
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{
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@ -2103,7 +2103,7 @@ void G_Ticker(boolean run)
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&& (gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_VOTING // definitely good
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|| gamestate == GS_WAITINGPLAYERS)) // definitely a problem if we don't do it at all in this gamestate, but might need more protection?
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{
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K_CheckSpectateStatus();
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K_CheckSpectateStatus(true);
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}
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if (pausedelay && pausedelay != INT32_MIN)
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149
src/k_kart.c
149
src/k_kart.c
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@ -9012,33 +9012,65 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
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}
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}
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void K_CheckSpectateStatus(void)
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void K_CheckSpectateStatus(boolean considermapreset)
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{
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UINT8 respawnlist[MAXPLAYERS];
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UINT8 i, j, numingame = 0, numjoiners = 0;
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UINT8 previngame = 0;
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UINT8 numhumans = 0, numbots = 0;
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// Maintain spectate wait timer
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i])
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{
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continue;
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if (players[i].spectator && (players[i].pflags & PF_WANTSTOJOIN))
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players[i].spectatewait++;
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else
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}
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if (!players[i].spectator)
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{
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numingame++;
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if (players[i].bot)
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{
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numbots++;
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}
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else
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{
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numhumans++;
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}
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players[i].spectatewait = 0;
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if (gamestate != GS_LEVEL)
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players[i].spectatorreentry = 0;
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continue;
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}
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if ((players[i].pflags & PF_WANTSTOJOIN))
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{
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players[i].spectatewait++;
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}
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else
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{
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players[i].spectatewait = 0;
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}
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if (gamestate != GS_LEVEL || considermapreset == false)
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{
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players[i].spectatorreentry = 0;
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}
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else if (players[i].spectatorreentry > 0)
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players[i].spectatorreentry--;
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{
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players[i].spectatorreentry--;
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}
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}
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// No one's allowed to join
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if (!cv_allowteamchange.value)
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return;
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// DON'T allow if you've hit the in-game player cap
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if (cv_maxplayers.value && numhumans >= cv_maxplayers.value)
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return;
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// Get the number of players in game, and the players to be de-spectated.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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@ -9047,52 +9079,56 @@ void K_CheckSpectateStatus(void)
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if (!players[i].spectator)
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{
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numingame++;
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// DON'T allow if you've hit the in-game player cap
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if (cv_ingamecap.value && numingame >= cv_ingamecap.value)
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return;
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// Allow if you're not in a level
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if (gamestate != GS_LEVEL)
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if (gamestate != GS_LEVEL)
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continue;
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// DON'T allow if anyone's exiting
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if (players[i].exiting)
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if (players[i].exiting)
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return;
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// Allow if the match hasn't started yet
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if (numingame < 2 || leveltime < starttime || mapreset)
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if (numingame < 2 || leveltime < starttime || mapreset)
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continue;
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// DON'T allow if the match is 20 seconds in
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if (leveltime > (starttime + 20*TICRATE))
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if (leveltime > (starttime + 20*TICRATE))
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return;
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// DON'T allow if the race is at 2 laps
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if (gametype == GT_RACE && players[i].laps >= 2) // DON'T allow if the race is at 2 laps
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if ((gametyperules & GTR_CIRCUIT) && players[i].laps >= 2)
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return;
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continue;
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}
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else if (players[i].bot || !(players[i].pflags & PF_WANTSTOJOIN))
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if (players[i].bot)
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{
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// Spectating bots are controlled by other mechanisms.
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continue;
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}
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if (!(players[i].pflags & PF_WANTSTOJOIN))
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{
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// This spectator does not want to join.
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continue;
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}
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if (netgame && numingame > 0 && players[i].spectatorreentry > 0)
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{
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// This person has their reentry cooldown active.
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continue;
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}
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respawnlist[numjoiners++] = i;
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}
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// The map started as a legitimate race, but there's still the one player.
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// Don't allow new joiners, as they're probably a ragespeccer.
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if ((gametyperules & GTR_CIRCUIT) && startedInFreePlay == false && numingame == 1)
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{
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return;
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}
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// literally zero point in going any further if nobody is joining
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// Literally zero point in going any further if nobody is joining.
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if (!numjoiners)
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return;
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// Organize by spectate wait timer
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#if 0
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if (cv_ingamecap.value)
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#endif
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// Organize by spectate wait timer (if there's more than one to sort)
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if (cv_maxplayers.value && numjoiners > 1)
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{
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UINT8 oldrespawnlist[MAXPLAYERS];
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memcpy(oldrespawnlist, respawnlist, numjoiners);
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@ -9116,25 +9152,54 @@ void K_CheckSpectateStatus(void)
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}
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}
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// Finally, we can de-spectate everyone in the list!
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previngame = numingame;
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const UINT8 previngame = numingame;
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INT16 removeBotID = MAXPLAYERS - 1;
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// Finally, we can de-spectate everyone!
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for (i = 0; i < numjoiners; i++)
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{
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// Hit the in-game player cap while adding people?
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if (cv_ingamecap.value && numingame+i >= cv_ingamecap.value)
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break;
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// This person has their reentry cooldown active.
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if (players[i].spectatorreentry > 0 && numingame > 0)
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continue;
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if (cv_maxplayers.value && numingame >= cv_maxplayers.value)
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{
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if (numbots > 0)
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{
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// Find a bot to kill to make room
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while (removeBotID >= 0)
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{
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if (playeringame[removeBotID] && players[removeBotID].bot)
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{
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//CONS_Printf("bot %s kicked to make room on tic %d\n", player_names[removeBotID], leveltime);
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CL_RemovePlayer(removeBotID, KR_LEAVE);
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numbots--;
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numingame--;
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break;
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}
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removeBotID--;
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}
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if (removeBotID < 0)
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{
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break;
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}
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}
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else
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{
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break;
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}
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}
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//CONS_Printf("player %s is joining on tic %d\n", player_names[respawnlist[i]], leveltime);
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P_SpectatorJoinGame(&players[respawnlist[i]]);
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numhumans++;
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numingame++;
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}
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// Reset the match if you're in an empty server
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if (considermapreset == false)
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return;
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// Reset the match when 2P joins 1P, DUEL mode
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// Reset the match when 3P joins 1P and 2P, DUEL mode must be disabled
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if (!mapreset && gamestate == GS_LEVEL && (previngame < 2 && numingame >= 2))
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{
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S_ChangeMusicInternal("chalng", false); // COME ON
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@ -127,7 +127,7 @@ fixed_t K_GetNewSpeed(player_t *player);
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fixed_t K_3dKartMovement(player_t *player);
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SINT8 K_Sliptiding(player_t *player);
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void K_MoveKartPlayer(player_t *player, boolean onground);
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void K_CheckSpectateStatus(void);
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void K_CheckSpectateStatus(boolean considermapreset);
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UINT8 K_GetInvincibilityItemFrame(void);
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UINT8 K_GetOrbinautItemFrame(UINT8 count);
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boolean K_IsSPBInGame(void);
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@ -8526,6 +8526,11 @@ void P_PostLoadLevel(void)
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{
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P_MapStart(); // tm.thing can be used starting from this point
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if (G_GametypeHasSpectators())
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{
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K_CheckSpectateStatus(false);
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}
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if (demo.playback)
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;
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else if (grandprixinfo.gp == true)
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