New plugin: TeamManager
Enforces humans to CT team. Probably requires latest CSSFixes.
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TeamManager/scripting/TeamManager.sp
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210
TeamManager/scripting/TeamManager.sp
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#include <sourcemod>
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#include <cstrike>
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#pragma semicolon 1
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#pragma newdecls required
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#define MIN_PLAYERS 2
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bool g_bWarmup = false;
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int g_Warmup = 0;
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ConVar g_CVar_sm_warmuptime;
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ConVar g_CVar_sm_warmupratio;
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bool g_bRoundEnded = false;
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bool g_bZombieSpawned = false;
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bool g_bIgnoreGameStart = false;
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int g_TeamChangeQueue[MAXPLAYERS + 1] = { -1, ... };
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public Plugin myinfo =
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{
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name = "TeamManager",
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author = "BotoX",
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description = "",
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version = "1.0",
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url = "https://github.com/CSSZombieEscape/sm-plugins/tree/master/TeamManager"
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};
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public void OnPluginStart()
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{
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AddCommandListener(OnJoinTeamCommand, "jointeam");
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HookEvent("round_start", OnRoundStart, EventHookMode_Pre);
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HookEvent("round_end", OnRoundEnd, EventHookMode_PostNoCopy);
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g_CVar_sm_warmuptime = CreateConVar("sm_warmuptime", "10", "Warmup timer.", 0, true, 0.0, true, 60.0);
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g_CVar_sm_warmupratio = CreateConVar("sm_warmupratio", "0.60", "Ratio of connected players that need to be in game to start warmup timer.", 0, true, 0.0, true, 1.0);
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/* Late load */
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for(int client = 1; client <= MaxClients; client++)
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{
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if(!IsClientInGame(client))
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continue;
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}
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AutoExecConfig(true, "plugin.TeamManager");
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}
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public void OnMapStart()
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{
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g_bWarmup = false;
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g_Warmup = 0;
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if(g_CVar_sm_warmuptime.IntValue > 0 || g_CVar_sm_warmupratio.FloatValue > 0.0)
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{
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g_bWarmup = true;
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CreateTimer(1.0, OnWarmupTimer, 0, TIMER_REPEAT|TIMER_FLAG_NO_MAPCHANGE);
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}
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}
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public Action OnWarmupTimer(Handle timer)
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{
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if(g_CVar_sm_warmupratio.FloatValue > 0.0)
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{
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int ClientsConnected = GetClientCount(false);
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int ClientsInGame = GetClientCount(true);
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int ClientsNeeded = RoundToCeil(float(ClientsConnected) * g_CVar_sm_warmupratio.FloatValue);
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ClientsNeeded = ClientsNeeded > MIN_PLAYERS ? ClientsNeeded : MIN_PLAYERS;
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if(ClientsInGame < ClientsNeeded)
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{
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g_Warmup = 0;
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PrintCenterTextAll("Warmup: Waiting for %d more players to join.", ClientsNeeded - ClientsInGame);
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return Plugin_Continue;
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}
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}
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if(g_Warmup >= g_CVar_sm_warmuptime.IntValue)
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{
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g_bWarmup = false;
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g_Warmup = 0;
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CS_TerminateRound(3.0, CSRoundEnd_GameStart, false);
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return Plugin_Stop;
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}
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PrintCenterTextAll("Warmup: %d", g_CVar_sm_warmuptime.IntValue - g_Warmup);
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g_Warmup++;
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return Plugin_Continue;
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}
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public void OnClientConnected(int client)
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{
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g_TeamChangeQueue[client] = -1;
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}
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public Action OnJoinTeamCommand(int client, const char[] command, int argc)
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{
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if(client < 1 || client >= MaxClients || !IsClientInGame(client))
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return Plugin_Continue;
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char sArg[8];
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GetCmdArg(1, sArg, sizeof(sArg));
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int CurrentTeam = GetClientTeam(client);
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int NewTeam = StringToInt(sArg);
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if(NewTeam < CS_TEAM_NONE || NewTeam > CS_TEAM_CT)
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return Plugin_Handled;
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if(g_bRoundEnded)
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{
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if(NewTeam == CS_TEAM_T || NewTeam == CS_TEAM_NONE)
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NewTeam = CS_TEAM_CT;
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if(NewTeam == CurrentTeam)
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{
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if(g_TeamChangeQueue[client] != -1)
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{
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g_TeamChangeQueue[client] = -1;
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PrintCenterText(client, "Team change request canceled.");
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}
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return Plugin_Handled;
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}
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g_TeamChangeQueue[client] = NewTeam;
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PrintCenterText(client, "You will be placed in the selected team shortly.");
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return Plugin_Handled;
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}
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if(!g_bZombieSpawned)
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{
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if(NewTeam == CS_TEAM_T || NewTeam == CS_TEAM_NONE)
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NewTeam = CS_TEAM_CT;
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}
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else if(NewTeam == CS_TEAM_NONE)
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NewTeam = CS_TEAM_T;
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if(NewTeam == CurrentTeam)
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return Plugin_Handled;
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ChangeClientTeam(client, NewTeam);
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return Plugin_Handled;
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}
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public void OnRoundStart(Event event, const char[] name, bool dontBroadcast)
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{
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g_bRoundEnded = false;
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g_bZombieSpawned = false;
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for(int client = 1; client <= MaxClients; client++)
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{
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if(!IsClientInGame(client))
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continue;
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int CurrentTeam = GetClientTeam(client);
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int NewTeam = CS_TEAM_CT;
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if(g_TeamChangeQueue[client] != -1)
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{
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NewTeam = g_TeamChangeQueue[client];
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g_TeamChangeQueue[client] = -1;
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}
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else if(CurrentTeam <= CS_TEAM_SPECTATOR)
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continue;
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if(NewTeam == CurrentTeam)
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continue;
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if(NewTeam >= CS_TEAM_T)
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CS_SwitchTeam(client, NewTeam);
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else
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ChangeClientTeam(client, NewTeam);
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if(NewTeam >= CS_TEAM_T && !IsPlayerAlive(client))
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CS_RespawnPlayer(client);
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}
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}
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public void OnRoundEnd(Event event, const char[] name, bool dontBroadcast)
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{
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g_bRoundEnded = true;
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g_bZombieSpawned = false;
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}
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public Action CS_OnTerminateRound(float &delay, CSRoundEndReason &reason)
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{
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if(reason == CSRoundEnd_GameStart && g_bIgnoreGameStart)
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{
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g_bIgnoreGameStart = false;
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return Plugin_Handled;
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}
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if(g_bWarmup)
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return Plugin_Handled;
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return Plugin_Continue;
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}
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public Action ZR_OnClientInfect(int &client, int &attacker, bool &motherInfect, bool &respawnOverride, bool &respawn)
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{
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if(g_bWarmup)
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return Plugin_Handled;
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if(motherInfect)
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{
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g_bIgnoreGameStart = true;
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g_bZombieSpawned = true;
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}
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return Plugin_Continue;
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}
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