Check if map is compatible to avoid script crash
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3124754b1e
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@ -221,48 +221,62 @@ Net_CurrentRoundNb = Map_ValidRoundsNb + 1;
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declare Text[] AccountIdsOfPlayers for This = [];
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declare CMapLandmark[] Landmarks = Map::GetFinishesAndMultilaps();
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declare CMapLandmark PlayerLM;
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declare Integer LandmarkIndex for This = 0;
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AccountIdsOfPlayers = [];
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// Suffle Players list to randomise spawn
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declare CSmPlayer[] ShuffledPlayers = Players;
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declare Integer i=0;
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while(i<ShuffledPlayers.count) { // this should be enough, you can use arbitrary values, should the need arise
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// find a pair (a,b) of valid indices to swap
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declare a=ML::Rand(0, ShuffledPlayers.count-1);
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declare b=ML::Rand(0, ShuffledPlayers.count-1);
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// now swap them
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declare tmp=ShuffledPlayers[b];
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ShuffledPlayers[b]=ShuffledPlayers[a];
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ShuffledPlayers[a]=tmp;
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i=i+1;
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}
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foreach (Player in ShuffledPlayers) {
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PlayerLM = Null;
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while (PlayerLM == Null) {
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if (LandmarkIndex > Landmarks.count - 1 ) {
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LandmarkIndex = 0;
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}
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if (Map::IsMultilap(Landmarks[LandmarkIndex])) {
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PlayerLM = Landmarks[LandmarkIndex];
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}
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LandmarkIndex = LandmarkIndex + 1 ;
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declare Boolean MapIsCompatible;
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foreach (Landmark in Landmarks) {
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if (Map::IsMultilap(Landmark)) {
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MapIsCompatible = True;
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break;
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}
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Race::Start(Player, PlayerLM , StartTime);
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AccountIdsOfPlayers.add(Player.User.WebServicesUserId);
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}
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if (!MapIsCompatible) {
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UIManager.UIAll.QueueMessage(3000, 1, CUIConfig::EMessageDisplay::Big, _("This map is not valid"));
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MB_Sleep(3000);
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MB_StopMap();
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} else {
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declare CMapLandmark PlayerLM;
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declare Integer LandmarkIndex for This = 0;
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AccountIdsOfPlayers = [];
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Net_NBPlayers = AccountIdsOfPlayers.count;
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// Suffle Players list to randomise spawn
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declare CSmPlayer[] ShuffledPlayers = Players;
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declare Integer i=0;
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while(i<ShuffledPlayers.count) { // this should be enough, you can use arbitrary values, should the need arise
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// find a pair (a,b) of valid indices to swap
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declare a=ML::Rand(0, ShuffledPlayers.count-1);
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declare b=ML::Rand(0, ShuffledPlayers.count-1);
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UpdateCustomRanking(Null, -1);
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StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
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CarRank::Update(CarRank::C_SortCriteria_BestRace);
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Race::EnableIntroDuringMatch(False);
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UIManager.UIAll.SendChat("$<$ff3$> Stay the most time on the structure. $<$ff9GL HF!$>");
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// now swap them
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declare tmp=ShuffledPlayers[b];
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ShuffledPlayers[b]=ShuffledPlayers[a];
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ShuffledPlayers[a]=tmp;
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i=i+1;
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}
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foreach (Player in ShuffledPlayers) {
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PlayerLM = Null;
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while (PlayerLM == Null) {
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if (LandmarkIndex > Landmarks.count - 1 ) {
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LandmarkIndex = 0;
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}
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if (Map::IsMultilap(Landmarks[LandmarkIndex])) {
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PlayerLM = Landmarks[LandmarkIndex];
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}
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LandmarkIndex = LandmarkIndex + 1 ;
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}
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Race::Start(Player, PlayerLM , StartTime);
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AccountIdsOfPlayers.add(Player.User.WebServicesUserId);
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}
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Net_NBPlayers = AccountIdsOfPlayers.count;
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UpdateCustomRanking(Null, -1);
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StateMgr::ForcePlayersStates([StateMgr::C_State_Playing]);
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CarRank::Update(CarRank::C_SortCriteria_BestRace);
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Race::EnableIntroDuringMatch(False);
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UIManager.UIAll.SendChat("$<$ff3$> Stay the most time on the structure. $<$ff9GL HF!$>");
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}
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***
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***Match_PlayLoop***
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