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@ -256,7 +256,15 @@ void CGameTeamMaster::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pC
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}
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else
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{
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#ifdef REGAMEDLL_FIXES
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CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pActivator);
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if (pPlayer->IsPlayer())
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m_teamIndex = pPlayer->m_iTeam;
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else
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m_teamIndex = -1;
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#else
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m_teamIndex = g_pGameRules->GetTeamIndex(pActivator->TeamID());
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#endif
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}
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return;
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@ -287,7 +295,11 @@ const char *CGameTeamMaster::__MAKE_VHOOK(TeamID)()
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}
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// UNDONE: Fill this in with the team from the "teamlist"
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#ifdef REGAMEDLL_FIXES
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return GetTeamName(m_teamIndex);
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#else
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return g_pGameRules->GetIndexedTeamName(m_teamIndex);
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#endif
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}
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BOOL CGameTeamMaster::TeamMatch(CBaseEntity *pActivator)
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@ -298,7 +310,15 @@ BOOL CGameTeamMaster::TeamMatch(CBaseEntity *pActivator)
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if (!pActivator)
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return FALSE;
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#ifdef REGAMEDLL_FIXES
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CBasePlayer *pPlayer = static_cast<CBasePlayer *>(pActivator);
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if (!pPlayer->IsPlayer())
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return FALSE;
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return pPlayer->m_iTeam == m_teamIndex;
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#else
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return UTIL_TeamsMatch(pActivator->TeamID(), TeamID());
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#endif
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}
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LINK_ENTITY_TO_CLASS(game_team_set, CGameTeamSet, CCSGameTeamSet);
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@ -310,10 +330,12 @@ void CGameTeamSet::__MAKE_VHOOK(Use)(CBaseEntity *pActivator, CBaseEntity *pCall
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if (ShouldClearTeam())
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{
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// clear the team of our target
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SUB_UseTargets(pActivator, USE_SET, -1);
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}
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else
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{
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// set the team of our target to our activator's team
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SUB_UseTargets(pActivator, USE_SET, 0);
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}
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