return team_bits;
}
-void TeamBalance_JoinBestTeam(entity this, bool force_best_team)
+void TeamBalance_JoinBestTeam(entity this)
{
- //PrintToChatAll(sprintf("JoinBestTeam: %s, %f", this.netname, force_best_team));
+ PrintToChatAll(sprintf("JoinBestTeam: %s, %f", this.netname));
// don't join a team if we're not playing a team game
if (!teamplay)
{
// find out what teams are available
entity balance = TeamBalance_CheckAllowedTeams(this);
- // if we don't care what team they end up on, put them on whatever team they entered as.
- // if they're not on a valid team, then let other code put them on the smallest team
- if (!force_best_team)
- {
- int selected_team_index = -1;
- for (int i = 1; i <= NUM_TEAMS; ++i)
- {
- if (TeamBalance_IsTeamAllowedInternal(balance, i) &&
- (Team_TeamToIndex(this.team) == i))
- {
- selected_team_index = i;
- break;
- }
- }
-
- if (Team_IsValidIndex(selected_team_index))
- {
- SetPlayerTeam(this, selected_team_index, TEAM_CHANGE_AUTO_RELAXED);
- TeamBalance_Destroy(balance);
- return;
- }
- }
- // otherwise end up on the smallest team (handled below)
if (this.bot_forced_team)
{
TeamBalance_Destroy(balance);