start on lobby creation methods / variables
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@ -6,3 +6,4 @@
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*/
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*/
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/* ** Includes ** */
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/* ** Includes ** */
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#include "irresistible\cnr\features\battleroyale\battleroyale.pwn"
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@ -5,13 +5,217 @@
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* Purpose: Battle Royale minigame implementation for SA-MP
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* Purpose: Battle Royale minigame implementation for SA-MP
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*/
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*/
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/*
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1. Player creates lobby
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- Lobby can be CAC only
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- Player can select area
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- Player can select speed in which the circle shrinks
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- Player can select between running weapons, walking weapons or both (as drops)
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- Player can make an entry fee, this entry fee gets added to a prize pool
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2. Players join the lobby, you teleport to an island
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- After the maximum slots are achieved, the game will start
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- Host can start the match forcefully
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3. Plane in the middle, you have a parachute, jump out
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4. Stay within red zone, if you leave it you get killed
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5. Last man standing wins ...
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*/
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/* ** Includes ** */
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/* ** Includes ** */
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#include < YSI\y_hooks >
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#include < YSI\y_hooks >
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#include < YSI\y_iterate >
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/* ** Definitions ** */
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/* ** Definitions ** */
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#define BR_MAX_LOBBIES ( 10 )
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#define BR_MAX_PLAYERS ( 32 )
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#define BR_INVALID_LOBBY ( -1 )
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/* ** Dialogs ** */
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#define DIALOG_BR_LOBBY ( 6373 )
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/* ** Constants ** */
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static const
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Float: BR_CHECKPOINT_POS[ 3 ] = {
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0.0, 0.0, 0.0
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},
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BR_RUNNING_WEAPONS[ ] = {
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22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34
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},
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BR_WALKING_WEAPONS[ ] = {
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4, 8, 9, 23, 24, 25, 27, 29, 30, 31, 33, 34
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}
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;
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/* ** Variables ** */
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/* ** Variables ** */
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enum E_BR_LOBBY_STATUS
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{
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E_SETUP,
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E_WAITING_FOR_PLAYERS,
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E_STARTED
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};
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enum E_BR_LOBBY_DATA
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{
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E_NAME[ 16 ], E_HOST, E_PASSWORD[ 5 ],
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E_LIMIT, E_AREA_ID, E_BR_LOBBY_STATUS: E_STATUS,
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E_ENTRY_FEE,
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Float: E_ARMOUR, Float: E_HEALTH,
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bool: E_CHAT, bool: E_WALKING_WEAPONS
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};
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enum E_BR_AREA_DATA
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{
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E_NAME[ 16 ], E_MIN_X, E_MAX_X,
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E_MIN_Y, E_MAX_Y
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};
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static stock
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// where all the area data is stored
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br_areaData [ ] [ E_BR_AREA_DATA ] =
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{
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{ "San Fierro", 0.0, 0.0, 0.0, 0.0 }
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},
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// lobby data & info
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br_lobbyData [ BR_MAX_LOBBIES ] [ E_BR_LOBBY_DATA ],
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Iterator: battleroyale < BR_MAX_LOBBIES >,
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Iterator: battleroyaleplayers [ BR_MAX_LOBBIES ] < BR_MAX_PLAYERS >,
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// player related
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p_battleRoyaleLobby [ MAX_PLAYERS ] = { BR_INVALID_LOBBY, ... },
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// global related
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g_battleRoyaleStadiumCP = -1
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;
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/* ** Hooks ** */
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/* ** Hooks ** */
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hook OnScriptInit( )
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{
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g_battleRoyaleStadiumCP = CreateDynamicCP( BR_CHECKPOINT_POS[ 0 ], BR_CHECKPOINT_POS[ 1 ], BR_CHECKPOINT_POS[ 2 ], 1.0, 0 );
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CreateDynamic3DTextLabel( "[BATTLE ROYALE]", COLOR_GOLD, BR_CHECKPOINT_POS[ 0 ], BR_CHECKPOINT_POS[ 1 ], BR_CHECKPOINT_POS[ 2 ], 20.0 );
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return 1;
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}
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hook OnPlayerEnterDynamicCP( playerid, checkpointid )
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{
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if ( checkpointid == g_battleRoyaleStadiumCP )
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{
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return BattleRoyale_ShowLobbies( playerid );
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}
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return 1;
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}
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hook OnDialogResponse( playerid, dialogid, response, listitem, inputtext[ ] )
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{
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if ( dialogid == DIALOG_BR_LOBBY && response )
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{
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new
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x = 0;
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// check if the player selected an existing lobby
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foreach ( new l : battleroyale )
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{
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if ( x == listitem )
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{
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// status must be in a waiting state
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if ( br_lobbyData[ l ] [ E_STATUS ] != E_WAITING_FOR_PLAYERS )
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{
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return BattleRoyale_ShowLobbies( playerid ), SendError( playerid, "You cannot join this lobby at the moment." );
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}
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// check if the count is under the limit
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if ( Iter_Count( battleroyaleplayers[ l ] ) >= br_lobbyData[ l ] [ E_LIMIT ] )
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{
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return BattleRoyale_ShowLobbies( playerid ), SendError( playerid, "This lobby has reached its maximum player count." );
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}
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return BattleRoyale_ShowLobbyInfo( playerid, l ), 1;
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}
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}
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// otherwise assume they are creating a new lobby
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BattleRoyale_CreateLobby( playerid );
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return 1;
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}
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return 1;
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}
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/* ** Functions ** */
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/* ** Functions ** */
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static stock BattleRoyale_CreateLobby( playerid )
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{
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return 1; // create lobby dialog
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}
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static stock BattleRoyale_ShowLobbyInfo( playerid, lobbyid )
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{
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if ( ! BR_IsValidLobby( lobbyid ) ) {
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return 0;
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}
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return 1; // join lobby dialog
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}
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static stock BattleRoyale_ShowLobbies( playerid )
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{
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// set the headers
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szLargeString = ""COL_WHITE"Lobby Name\tHost\tPlayers\tEntry Fee\n";
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// format dialog
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foreach ( new l : battleroyale )
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{
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format(
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szLargeString, sizeof( szLargeString ),
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"%s%s\t%s\t%d / %d\t%s\n",
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szLargeString,
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br_lobbyData[ l ] [ E_NAME ],
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IsPlayerConnected( br_lobbyData[ l ] [ E_HOST ] ) ? ( ReturnPlayerName( br_lobbyData[ l ] [ E_HOST ] ) ) : ( "N/A" ),
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Iter_Count( battleroyaleplayers[ l ] ),
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br_lobbyData[ l ] [ E_LIMIT ],
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cash_format( br_lobbyData[ l ] [ E_ENTRY_FEE ] )
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);
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}
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// make final option to create lobby
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format( szLargeString, sizeof( szLargeString ), COL_PURPLE # "Create Lobby\t"COL_PURPLE">>>\t"COL_PURPLE">>>\t"COL_PURPLE">>>" );
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return ShowPlayerDialog( playerid, DIALOG_BR_LOBBY, DIALOG_STYLE_TABLIST_HEADERS, ""COL_WHITE"Battle Royale", szLargeString, "Select", "Close" );
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}
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stock BattleRoyale_RemovePlayer( playerid )
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{
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new
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lobbyid = p_battleRoyaleLobby[ playerid ];
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if ( lobbyid != BR_INVALID_LOBBY )
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{
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// unset player variables from the match
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p_battleRoyaleLobby[ playerid ] = BR_INVALID_LOBBY;
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// perform neccessary operations/checks on the lobby
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Iter_Remove( battleroyaleplayers[ lobbyid ], playerid );
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BattleRoyale_CheckPlayers( lobbyid );
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}
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return 1;
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}
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static stock BattleRoyale_CheckPlayers( lobbyid )
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{
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if ( BR_IsValidLobby( lobbyid ) && Iter_Count( battleroyaleplayers[ lobbyid ] ) <= 0 )
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{
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return BattleRoyale_DestroyLobby( lobbyid );
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}
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return 0;
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}
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static stock BattleRoyale_DestroyLobby( lobbyid )
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{
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// TODO:
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return 1;
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}
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static stock BR_IsValidLobby( lobbyid ) {
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return 0 <= lobbyid < BR_MAX_LOBBIES && Iter_Contains( battleroyale, lobbyid );
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}
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