MULTITEAM_INFO##teams(default,prefix,strnum,flnum,args,hudargs,icon,normal,gentle)
#define MSG_INFO_NOTIFICATIONS \
+ MSG_INFO_NOTIF(1, INFO_CONNECTING, 1, 0, "s1", "", "", _("^BG%s^BG is connecting..."), "") \
MSG_INFO_NOTIF(2, INFO_CHAT_NOSPECTATORS, 0, 0, "", "", "", _("^F4NOTE: ^BGSpectator chat is not sent to players during the match"), "") \
MULTITEAM_INFO(1, INFO_CTF_CAPTURE_, 4, 1, 0, "s1", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag"), "") \
MULTITEAM_INFO(1, INFO_CTF_CAPTURE_BROKEN_, 4, 2, 2, "s1 f1p2dec s2 f2p2dec", "s1", "notify_%s_captured", _("^BG%s^BG captured the ^TC^TT^BG flag in ^F1%s^BG seconds, breaking ^BG%s^BG's previous record of ^F2%s^BG seconds"), "") \
TeamchangeFrags(self);
}
- SetPlayerTeam(self, dteam, steam, false);
+ // since this is an engine function, and gamecode doesn't have any calls earlier than this, do the connecting message here
+ if(!IS_CLIENT(self))
+ Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_CONNECTING, self.netname);
+
+ SetPlayerTeam(self, dteam, steam, !IS_CLIENT(self));
if(IS_PLAYER(self) && steam != dteam)
{