]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
GameCommand_moveplayer: don't break parsing other clients if a client isn't in the...
authorterencehill <piuntn@gmail.com>
Wed, 24 Mar 2021 22:44:06 +0000 (23:44 +0100)
committerterencehill <piuntn@gmail.com>
Wed, 24 Mar 2021 22:44:06 +0000 (23:44 +0100)
qcsrc/server/command/sv_cmd.qc

index 2abd4c6d5cdcf03e1b4f4b3e7b76650d9d7066ad..6ada1045168019e8589326922f29138afd823cba 100644 (file)
@@ -1002,7 +1002,7 @@ void GameCommand_moveplayer(int request, int argc)
 
                                        if (accepted <= 0)
                                        {
-                                               LOG_INFO("moveplayer: ", GetClientErrorString(accepted, t), (targets ? ", skipping to next player.\n" : "."));
+                                               LOG_INFO("moveplayer: ", GetClientErrorString(accepted, t), ".");
                                        }
                                        else if (destination == "spectator")
                                        {
@@ -1021,19 +1021,20 @@ void GameCommand_moveplayer(int request, int argc)
                                        }
                                        else
                                        {
-                                               string pl_name = playername(client.netname, client.team, false);
-                                               if (IS_SPEC(client) || IS_OBSERVER(client))
-                                               {
-                                                       // well technically we could, but should we allow that? :P
-                                                       LOG_INFO("Can't change teams if the player isn't in the game.");
-                                                       return;
-                                               }
                                                if (!teamplay)
                                                {
                                                        LOG_INFO("Can't change teams when currently not playing a team game.");
                                                        return;
                                                }
 
+                                               string pl_name = playername(client.netname, client.team, false);
+                                               if (IS_SPEC(client) || IS_OBSERVER(client))
+                                               {
+                                                       // well technically we could, but should we allow that? :P
+                                                       LOG_INFO("Player ", ftos(GetFilteredNumber(t)), " (", pl_name, ") is not in the game.");
+                                                       continue;
+                                               }
+
                                                // set up
                                                int save = Player_GetForcedTeamIndex(client);
                                                Player_SetForcedTeamIndex(client, TEAM_FORCE_DEFAULT);
@@ -1044,7 +1045,7 @@ void GameCommand_moveplayer(int request, int argc)
                                                if (team_num == client.team)  // already on the destination team
                                                {
                                                        // keep the forcing undone
-                                                       LOG_INFO("Player ", ftos(GetFilteredNumber(t)), " (", pl_name, ") is already on the ", Team_ColoredFullName(team_num), (targets ? "^7, skipping to next player.\n" : "^7."));
+                                                       LOG_INFO("Player ", ftos(GetFilteredNumber(t)), " (", pl_name, ") is already on the ", Team_ColoredFullName(team_num), ".");
                                                        continue;
                                                }
                                                else if (team_num == 0)  // auto team