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278
lua/squad_menu/server/squad.lua
Normal file
278
lua/squad_menu/server/squad.lua
Normal file
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local IsValid = IsValid
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local PID = SquadMenu.GetPlayerId
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local FindByPID = SquadMenu.FindPlayerById
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local Squad = SquadMenu.Squad or {}
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SquadMenu.Squad = Squad
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Squad.__index = Squad
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--- Set the leader of this squad. `ply` can either be
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--- a player entity, a ID string that came from `SquadMenu.GetPlayerId`,
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--- or `nil` if you want to unset the current squad leader.
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function Squad:SetLeader( ply, name )
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if type( ply ) == "string" then
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self.leaderId = ply -- this is a player ID
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self.leaderName = name or "?"
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elseif IsValid( ply ) then
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self.leaderId = PID( ply )
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self.leaderName = ply:Nick()
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else
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self.leaderId = nil
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self.leaderName = nil
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SquadMenu.PrintF( "Removed leader from squad #%d", self.id )
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return
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end
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SquadMenu.PrintF( "New leader for squad #%d: %s <%s>", self.id, self.leaderName, self.leaderId )
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end
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--- Get a table containing a list of active squad members.
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--- Returns an array of player entities that are currently on the server.
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function Squad:GetActiveMembers()
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local members, count = {}, 0
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local byId = SquadMenu.AllPlayersById()
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for id, _ in pairs( self.membersById ) do
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if byId[id] then
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count = count + 1
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members[count] = byId[id]
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end
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end
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return members, count
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end
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--- Get a ready-to-be-stringified table containing details from this squad.
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function Squad:GetBasicInfo()
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local info = {
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id = self.id,
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name = self.name,
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icon = self.icon,
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members = {},
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enableRings = self.enableRings,
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friendlyFire = self.friendlyFire,
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isPublic = self.isPublic,
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r = self.r,
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g = self.g,
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b = self.b
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}
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if self.leaderId then
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info.leaderId = self.leaderId
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info.leaderName = self.leaderName
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end
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local count = 0
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for id, name in pairs( self.membersById ) do
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count = count + 1
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info.members[count] = { id, name }
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end
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return info
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end
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local ValidateString = SquadMenu.ValidateString
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local ValidateNumber = SquadMenu.ValidateNumber
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--- Set the details of this squad using a table.
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function Squad:SetBasicInfo( info )
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if SquadMenu.GetForceFriendlyFire() then
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info.friendlyFire = true
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end
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self.name = ValidateString( info.name, "Unnamed", SquadMenu.MAX_NAME_LENGTH )
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self.icon = ValidateString( info.icon, "icon16/flag_blue.png", 256 )
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self.enableRings = info.enableRings == true
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self.friendlyFire = info.friendlyFire == true
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self.isPublic = info.isPublic == true
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self.r = ValidateNumber( info.r, 255, 0, 255 )
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self.g = ValidateNumber( info.g, 255, 0, 255 )
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self.b = ValidateNumber( info.b, 255, 0, 255 )
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SquadMenu.blockDamage[self.id] = Either( self.friendlyFire, nil, true )
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end
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--- Send details and a list of members to all squad members.
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--- You should never set `immediate` to `true` unless you know what you're doing.
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function Squad:SyncWithMembers( immediate )
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if not immediate then
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-- avoid spamming the networking system
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timer.Remove( "SquadMenu.Sync" .. self.id )
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timer.Create( "SquadMenu.Sync" .. self.id, 0.5, 1, function()
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self:SyncWithMembers( true )
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end )
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return
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end
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local members, count = self:GetActiveMembers()
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if count == 0 then return end
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local data = self:GetBasicInfo()
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SquadMenu.StartCommand( SquadMenu.SETUP_SQUAD )
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SquadMenu.WriteTable( data )
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net.Send( members )
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end
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--- Send the requests list to the squad leader.
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function Squad:SyncRequests()
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local leader = FindByPID( self.leaderId )
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if not IsValid( leader ) then return end
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SquadMenu.StartCommand( SquadMenu.REQUESTS_LIST )
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SquadMenu.WriteTable( self.requestsById )
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net.Send( leader )
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end
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--- Turns `p` into a id and player entity depending on what `p` is.
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local function ParsePlayerArg( p )
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if type( p ) == "string" then
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return p, FindByPID( p )
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end
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return PID( p ), p
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end
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--- Add a player as a new member.
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--- `p` can be a player id from `SquadMenu.GetPlayerId` or a player entity.
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function Squad:AddMember( p )
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local id, ply = ParsePlayerArg( p )
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if self.membersById[id] then return end
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local count = table.Count( self.membersById )
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if count >= SquadMenu.GetMemberLimit() then return end
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local name = id
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if IsValid( ply ) then
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local oldSquad = SquadMenu:GetSquad( ply:GetSquadID() )
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if oldSquad then
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oldSquad:RemoveMember( ply, SquadMenu.LEAVE_REASON_LEFT )
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end
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ply:SetNWInt( "squad_menu.id", self.id )
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name = ply:Nick()
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end
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self.membersById[id] = name
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self:SyncWithMembers()
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-- We don't send the requests list to the squad leaders (2nd "true" parameter)
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-- because "player_joined_squad" will already tell them to remove
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-- this player from their own copies of the join requests list.
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SquadMenu:CleanupRequests( id, true )
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SquadMenu.StartEvent( "player_joined_squad", {
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squadId = self.id,
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playerId = id
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} )
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net.Broadcast()
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hook.Run( "SquadMenu_OnJoinedSquad", self.id, ply, id )
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end
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--- Remove a player from this squad's members list.
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--- `ply` can be a player id from `SquadMenu.GetPlayerId` or a player entity.
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--- `reasonId` can be `nil` or one of the values from `SquadMenu.LEAVE_REASON_*`.
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function Squad:RemoveMember( p, reasonId )
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local id, ply = ParsePlayerArg( p )
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if not self.membersById[id] then return end
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if id == self.leaderId then
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pcall( hook.Run, "SquadMenu_OnLeftSquad", self.id, ply, id )
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self:Delete()
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return
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end
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self.membersById[id] = nil
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self:SyncWithMembers()
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if not IsValid( ply ) then return end
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ply:SetNWInt( "squad_menu.id", -1 )
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if reasonId ~= nil then
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SquadMenu.StartCommand( SquadMenu.LEAVE_SQUAD )
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net.WriteUInt( reasonId, 3 )
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net.Send( ply )
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end
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hook.Run( "SquadMenu_OnLeftSquad", self.id, ply, id )
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end
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--- Add a player to the list of players that
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--- requested to join and notify the squad leader.
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function Squad:RequestToJoin( ply )
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if self.isPublic then
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self:AddMember( ply )
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return
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end
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local plyId = PID( ply )
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if self.requestsById[plyId] then return end
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self.requestsById[plyId] = ply:Nick()
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self:SyncRequests()
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end
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--- Accept all the join requests from a list of player IDs.
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function Squad:AcceptRequests( ids )
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if not table.IsSequential( ids ) then return end
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local limit = SquadMenu.GetMemberLimit()
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local count = table.Count( self.membersById )
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for _, id in ipairs( ids ) do
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if count >= limit then
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break
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elseif self.requestsById[id] then
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count = count + 1
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self.requestsById[id] = nil
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self:AddMember( id )
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end
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end
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end
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--- Remove all members from this squad and delete it.
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function Squad:Delete()
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timer.Remove( "SquadMenu.Sync" .. self.id )
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local members, count = self:GetActiveMembers()
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if count > 0 then
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for _, ply in ipairs( members ) do
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ply:SetNWInt( "squad_menu.id", -1 )
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end
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SquadMenu.StartCommand( SquadMenu.LEAVE_SQUAD )
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net.WriteUInt( SquadMenu.LEAVE_REASON_DELETED, 3 )
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net.Send( members )
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end
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self.membersById = nil
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self.requestsById = nil
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local id = self.id
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SquadMenu.squads[id] = nil
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SquadMenu.blockDamage[id] = nil
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SquadMenu.PrintF( "Deleted squad #%d", id )
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SquadMenu.StartEvent( "squad_deleted", { id = id } )
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net.Broadcast()
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end
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