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The complexity seems to come from the game's auto-swap at halftime. My expectation would be to just place the client onto the current team still (if first half team was ct, then put on ct in halftime), but that doesn't seem to always work.
I suspect clients are marked by the server in the announce_phase_end event or similar at halftime for a pending swap, and only those players get swapped. The netprop m_iPendingTeamNum is not being used for this, so maybe this is wrong.
Right now teamjoin commands are fully disabled during halftime events, so clients must wait for the 1st round freezetime to join.
The text was updated successfully, but these errors were encountered:
This is pretty annoying, indeed. Overtime ignored, you can just get the int value of current round and the value of maxRounds / 2 to determine if it's after halftime and then assign the players accordingly when they rejoin after halftime.
This is a relatively serious issue.
The complexity seems to come from the game's auto-swap at halftime. My expectation would be to just place the client onto the current team still (if first half team was ct, then put on ct in halftime), but that doesn't seem to always work.
I suspect clients are marked by the server in the announce_phase_end event or similar at halftime for a pending swap, and only those players get swapped. The netprop m_iPendingTeamNum is not being used for this, so maybe this is wrong.
Right now teamjoin commands are fully disabled during halftime events, so clients must wait for the 1st round freezetime to join.
The text was updated successfully, but these errors were encountered: