235 lines
7.6 KiB
C++
235 lines
7.6 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Commando/bioevent.cpp $*
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* *
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* $Author:: Steve_t $*
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* *
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* $Modtime:: 2/20/02 11:01p $*
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* *
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* $Revision:: 26 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "bioevent.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "networkobjectfactory.h"
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#include "cnetwork.h"
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#include "networkobjectmgr.h"
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#include "evictionevent.h"
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#include "playermanager.h"
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#include "god.h"
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#include "gametype.h"
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#include "apppackettypes.h"
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#include "gamedataupdateevent.h"
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#include "consolemode.h"
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#include "winevent.h"
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#include "gamespyadmin.h"
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DECLARE_NETWORKOBJECT_FACTORY(cBioEvent, NETCLASSID_BIOEVENT);
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//-----------------------------------------------------------------------------
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cBioEvent::cBioEvent(void) :
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SenderId(0),
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TeamChoice(-1),
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ClanID(0)
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{
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Set_App_Packet_Type(APPPACKETTYPE_BIOEVENT);
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}
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//-----------------------------------------------------------------------------
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void
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cBioEvent::Init(int teamChoice, unsigned long clanID)
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{
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WWASSERT(cNetwork::I_Am_Client());
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SenderId = cNetwork::Get_My_Id();
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Nickname = cNetInterface::Get_Nickname();
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TeamChoice = teamChoice;
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ClanID = clanID;
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strcpy(MapName, The_Game()->Get_Map_Name().Peek_Buffer());
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Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
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if (cNetwork::I_Am_Server()) {
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Act();
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} else {
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Set_Object_Dirty_Bit(0, BIT_CREATION, true);
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}
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}
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//-----------------------------------------------------------------------------
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void
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cBioEvent::Act(void)
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{
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WWASSERT(cNetwork::I_Am_Server());
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//
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// This is where we validate a player. If we don't want him to play,
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// for whichever reason, after learning all about him, evict him here.
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// Note that the server has already seen the player name in
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// cNetwork::Application_Acceptance_Handler.
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// Now the server will see additional data.
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//
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bool is_accepted = true;
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EvictionCodeEnum eviction_code = EVICTION_POOR_BANDWIDTH;
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if (is_accepted) {
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//
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// Tell the new guy about all existing players
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//
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for (SLNode<cPlayer> * player_node = cPlayerManager::Get_Player_Object_List()->Head();
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player_node;
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player_node = player_node->Next()) {
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cPlayer * p_player = player_node->Data();
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WWASSERT(p_player != NULL);
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cNetwork::Send_Object_Update(p_player, SenderId);
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}
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//GAMESPY
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if (cGameSpyAdmin::Is_Gamespy_Game() &&
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cGameSpyAdmin::Is_Nickname_Collision(Nickname)) {
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WideStringClass new_nickname;
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int count = 1;
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do {
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new_nickname.Format(L"%s(%d)", Nickname, count++);
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} while (cGameSpyAdmin::Is_Nickname_Collision(new_nickname));
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Nickname = new_nickname;
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}
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cPlayer * p_player = cGod::Create_Player(SenderId, Nickname, TeamChoice, ClanID);
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WWASSERT(p_player != NULL);
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if (!IS_SOLOPLAY) {
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//
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// Record his IP address for diagnostic purposes
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//
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WWASSERT(cNetwork::Get_Server_Rhost(SenderId) != NULL);
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SOCKADDR_IN & address = cNetwork::Get_Server_Rhost(SenderId)->Get_Address();
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p_player->Set_Ip_Address(address.sin_addr.s_addr);
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//
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// Tell the remote host object to expect a lot of temporary extra bandwidth.
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//
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if (cNetwork::PServerConnection != NULL) {
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cNetwork::PServerConnection->Set_Rhost_Expect_Packet_Flood(p_player->Get_Id(), true);
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}
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//
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// Update him about any dynamic game data parameters.
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//
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WWDEBUG_SAY(("BioEvent acting\n"));
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cGameDataUpdateEvent * p_event = new cGameDataUpdateEvent();
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p_event->Init(p_player->Get_Id());
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StringClass str(128, true);
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Nickname.Convert_To(str);
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ConsoleBox.Print_Maybe("Player %s joined the game\n", str.Peek_Buffer());
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//
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// If we (the server) are already in intermission mode then deactivate the player until the next map starts. The player
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// will have already loaded the next map. ST - 1/17/2002 7:43PM
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//
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if (The_Game()->IsIntermission.Is_True()) {
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//
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// If the new player has the old map loaded (which can happen if the intermission starts after the client has
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// started loading the old map) then send him a wineven so he knows to load the next map.
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//
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if (stricmp(MapName, The_Game()->Get_Map_Name().Peek_Buffer()) != 0) {
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cWinEvent * p_win = new cWinEvent;
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p_win->Init(The_Game()->Get_Winner_ID(), SenderId, The_Game()->Is_Map_Cycle_Over());
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cNetwork::Send_Object_Update(p_win, SenderId);
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} else {
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p_player->Set_Is_In_Game(false);
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p_player->Set_Is_Waiting_For_Intermission(true);
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}
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}
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}
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} else {
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cEvictionEvent * p_event = new cEvictionEvent;
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p_event->Init(SenderId, eviction_code);
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cNetwork::Flush();
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cNetwork::Server_Kill_Connection(SenderId);
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}
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Set_Delete_Pending();
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}
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//-----------------------------------------------------------------------------
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void
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cBioEvent::Export_Creation(BitStreamClass & packet)
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{
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cNetEvent::Export_Creation(packet);
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WWASSERT(cNetwork::I_Am_Only_Client());
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WWASSERT(SenderId > 0);
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packet.Add(SenderId);
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packet.Add_Wide_Terminated_String(Nickname);
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packet.Add(TeamChoice);
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packet.Add(ClanID);
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packet.Add_Terminated_String(MapName, false);
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WWDEBUG_SAY(("cBioEvent sent\n"));
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Set_Delete_Pending();
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}
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//-----------------------------------------------------------------------------
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void
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cBioEvent::Import_Creation(BitStreamClass & packet)
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{
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cNetEvent::Import_Creation(packet);
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WWASSERT(cNetwork::I_Am_Server());
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packet.Get(SenderId);
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packet.Get_Wide_Terminated_String(Nickname.Get_Buffer(256), 256, true);
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packet.Get(TeamChoice);
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packet.Get(ClanID);
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packet.Get_Terminated_String(MapName, sizeof(MapName), false);
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WWASSERT(SenderId > 0);
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WWDEBUG_SAY(("cBioEvent recd\n"));
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Act();
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}
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