]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/g_world.qc
damn lms bug...
[divverent/nexuiz.git] / data / qcsrc / server / g_world.qc
1 string GetMapname();
2 void GotoNextMap();
3
4 void SetDefaultAlpha()
5 {
6         if(cvar("g_cloaked"))
7         {
8                 default_player_alpha = cvar("g_balance_cloaked_alpha");
9         }
10         else
11         {
12                 default_player_alpha = cvar("g_player_alpha");
13                 if(default_player_alpha <= 0)
14                         default_player_alpha = 1;
15         }
16 }
17
18 void GotoFirstMap()
19 {
20         if(cvar("_sv_init"))
21         {
22                 cvar_set("_sv_init", "0");
23                 tokenize(cvar_string("g_maplist"));
24                 if(argv(0) != GetMapname())
25                 {
26                         cvar_set("nextmap", argv(0));
27                         GotoNextMap();
28                 }
29         }
30 }
31
32 float world_already_spawned;
33 void worldspawn (void)
34 {
35         if(world_already_spawned)
36                 error("world already spawned - you may have EXACTLY ONE worldspawn!");
37         world_already_spawned = TRUE;
38         // Precache all player models
39         // Workaround for "invisible players"
40         precache_model("models/player/carni.zym");
41         precache_model("models/player/crash.zym");
42         precache_model("models/player/grunt.zym");
43         precache_model("models/player/headhunter.zym");
44         precache_model("models/player/insurrectionist.zym");
45         precache_model("models/player/jeandarc.zym");
46         precache_model("models/player/lurk.zym");
47         precache_model("models/player/lycanthrope.zym");
48         precache_model("models/player/marine.zym");
49         precache_model("models/player/nexus.zym");
50         precache_model("models/player/pyria.zym");
51         precache_model("models/player/shock.zym");
52         precache_model("models/player/skadi.zym");
53         precache_model("models/player/specop.zym");
54         precache_model("models/player/visitant.zym");
55
56         //precache_model ("progs/beam.mdl");
57         precache_model ("models/bullet.mdl");
58         precache_model ("models/casing_bronze.mdl");
59         precache_model ("models/casing_shell.mdl");
60         precache_model ("models/casing_steel.mdl");
61         precache_model ("models/ebomb.mdl");
62         precache_model ("models/elaser.mdl");
63         precache_model ("models/flash.md3");
64         precache_model ("models/gibs/bloodyskull.md3");
65         precache_model ("models/gibs/chunk.mdl");
66         precache_model ("models/gibs/eye.md3");
67         precache_model ("models/gibs/gib1.md3");
68         //precache_model ("models/gibs/gib2.md3");
69         //precache_model ("models/gibs/gib3.md3");
70         //precache_model ("models/gibs/gib4.md3");
71         precache_model ("models/gibs/gib5.md3");
72         //precache_model ("models/gibs/gib6.md3");
73         precache_model ("models/gibs/gib1.mdl");
74         precache_model ("models/gibs/gib2.mdl");
75         precache_model ("models/gibs/gib3.mdl");
76         precache_model ("models/grenademodel.md3");
77         precache_model ("models/hagarmissile.mdl");
78         precache_model ("models/items/a_bullets.mdl");
79         precache_model ("models/items/a_cells.md3");
80         precache_model ("models/items/a_rockets.md3");
81         precache_model ("models/items/a_shells.md3");
82         precache_model ("models/items/g_a1.md3");
83         precache_model ("models/items/g_a25.md3");
84         precache_model ("models/items/g_h1.md3");
85         precache_model ("models/items/g_h25.md3");
86         precache_model ("models/items/g_h100.md3");
87         precache_model ("models/items/g_invincible.md3");
88         precache_model ("models/items/g_strength.md3");
89         precache_model ("models/laser.mdl");
90         precache_model ("models/misc/chatbubble.spr");
91         precache_model ("models/misc/teambubble.spr");
92         precache_model ("models/nexflash.md3");
93         precache_model ("models/plasma.mdl");
94         precache_model ("models/plasmatrail.mdl");
95         precache_model ("models/rocket.md3");
96         //precache_model ("models/sprites/grenexpl.spr");
97         precache_model ("models/runematch/rune.mdl");
98         precache_model ("models/runematch/curse.mdl");
99         //precache_model ("models/sprites/hagar.spr");
100         //precache_model ("models/sprites/muzzleflash.spr32");
101         //precache_model ("models/sprites/electrocombo.spr32");
102         //precache_model ("models/sprites/plasmahitwall.spr32");
103         //precache_model ("models/sprites/plasmashot.spr32");
104         //precache_model ("models/sprites/rockexpl.spr");
105         precache_model ("models/tracer.mdl");
106         precache_model ("models/uziflash.md3");
107         precache_model ("models/weapons/g_crylink.md3");
108         precache_model ("models/weapons/g_electro.md3");
109         precache_model ("models/weapons/g_gl.md3");
110         precache_model ("models/weapons/g_hagar.md3");
111         precache_model ("models/weapons/g_nex.md3");
112         precache_model ("models/weapons/g_rl.md3");
113         precache_model ("models/weapons/g_shotgun.md3");
114         precache_model ("models/weapons/g_uzi.md3");
115         precache_model ("models/weapons/v_crylink.md3");
116         precache_model ("models/weapons/v_electro.md3");
117         precache_model ("models/weapons/v_gl.md3");
118         precache_model ("models/weapons/v_hagar.md3");
119         precache_model ("models/weapons/v_laser.md3");
120         precache_model ("models/weapons/v_nex.md3");
121         precache_model ("models/weapons/v_rl.md3");
122         precache_model ("models/weapons/v_shotgun.md3");
123         precache_model ("models/weapons/v_uzi.md3");
124         precache_model ("models/weapons/w_crylink.zym");
125         precache_model ("models/weapons/w_electro.zym");
126         precache_model ("models/weapons/w_gl.zym");
127         precache_model ("models/weapons/w_hagar.zym");
128         precache_model ("models/weapons/w_laser.zym");
129         precache_model ("models/weapons/w_nex.zym");
130         precache_model ("models/weapons/w_rl.zym");
131         precache_model ("models/weapons/w_shotgun.zym");
132         precache_model ("models/weapons/w_uzi.zym");
133
134         // laser for laser-guided weapons
135         precache_model ("models/laser_dot.mdl");
136
137         precache_sound ("misc/null.wav");
138         precache_sound ("misc/armor1.wav");
139         precache_sound ("misc/armor25.wav");
140         precache_sound ("misc/armorimpact.wav");
141         precache_sound ("misc/bodyimpact1.wav");
142         precache_sound ("misc/bodyimpact2.wav");
143         precache_sound ("misc/gib.wav");
144         precache_sound ("misc/gib_splat01.wav");
145         precache_sound ("misc/gib_splat02.wav");
146         precache_sound ("misc/gib_splat03.wav");
147         precache_sound ("misc/gib_splat04.wav");
148         //precache_sound ("misc/h2ohit.wav");
149         precache_sound ("misc/hit.wav");
150         precache_sound ("misc/footstep01.wav");
151         precache_sound ("misc/footstep02.wav");
152         precache_sound ("misc/footstep03.wav");
153         precache_sound ("misc/footstep04.wav");
154         precache_sound ("misc/footstep05.wav");
155         precache_sound ("misc/footstep06.wav");
156         precache_sound ("misc/hitground1.ogg");
157         precache_sound ("misc/hitground2.ogg");
158         precache_sound ("misc/hitground3.ogg");
159         precache_sound ("misc/hitground4.ogg");
160         precache_sound ("misc/itempickup.ogg");
161         precache_sound ("misc/itemrespawn.ogg");
162         precache_sound ("misc/jumppad.ogg");
163         precache_sound ("misc/mediumhealth.ogg");
164         precache_sound ("misc/megahealth.ogg");
165         precache_sound ("misc/minihealth.ogg");
166         precache_sound ("misc/powerup.ogg");
167         precache_sound ("misc/powerup_shield.ogg");
168         precache_sound ("misc/talk.wav");
169         precache_sound ("misc/teleport.ogg");
170         precache_sound ("plats/medplat1.wav");
171         precache_sound ("plats/medplat2.wav");
172         precache_sound ("player/lava.wav");
173         precache_sound ("player/slime.wav");
174         precache_sound ("weapons/crylink_fire.ogg");
175         precache_sound ("weapons/electro_bounce.ogg");
176         precache_sound ("weapons/electro_fire.ogg");
177         precache_sound ("weapons/electro_fire2.ogg");
178         precache_sound ("weapons/electro_fly.wav");
179         precache_sound ("weapons/electro_impact.ogg");
180         precache_sound ("weapons/electro_impact_combo.ogg");
181         //precache_sound ("weapons/grenade_bounce.ogg");
182         precache_sound ("weapons/grenade_bounce1.ogg");
183         precache_sound ("weapons/grenade_bounce2.ogg");
184         precache_sound ("weapons/grenade_bounce3.ogg");
185         precache_sound ("weapons/grenade_fire.ogg");
186         precache_sound ("weapons/grenade_impact.ogg");
187         precache_sound ("weapons/hagar_fire.ogg");
188         precache_sound ("weapons/hagexp1.ogg");
189         precache_sound ("weapons/hagexp2.ogg");
190         precache_sound ("weapons/hagexp3.ogg");
191         precache_sound ("weapons/hook_fire.ogg");
192         precache_sound ("weapons/hook_impact.ogg");
193         precache_sound ("weapons/lasergun_fire.ogg");
194         precache_sound ("weapons/laserimpact.ogg");
195         precache_sound ("weapons/nexfire.ogg");
196         precache_sound ("weapons/neximpact.ogg");
197         precache_sound ("weapons/ric1.ogg");
198         precache_sound ("weapons/ric2.ogg");
199         precache_sound ("weapons/ric3.ogg");
200         precache_sound ("weapons/rocket_fire.ogg");
201         precache_sound ("weapons/rocket_fly.wav");
202         precache_sound ("weapons/rocket_impact.ogg");
203         precache_sound ("weapons/rocket_det.ogg");
204         precache_sound ("weapons/shotgun_fire.ogg");
205         precache_sound ("weapons/tink1.ogg");
206         precache_sound ("weapons/uzi_fire.ogg");
207         precache_sound ("weapons/weapon_switch.ogg");
208         precache_sound ("weapons/weaponpickup.ogg");
209         precache_sound ("weapons/strength_fire.ogg");
210
211         //precache_sound ("announce/male/kill10.ogg");
212         //precache_sound ("announce/male/kill15.ogg");
213         //precache_sound ("announce/male/kill20.ogg");
214         //precache_sound ("announce/male/kill25.ogg");
215         //precache_sound ("announce/male/kill3.ogg");
216         //precache_sound ("announce/male/kill30.ogg");
217         //precache_sound ("announce/male/kill4.ogg");
218         //precache_sound ("announce/male/kill5.ogg");
219         //precache_sound ("announce/male/kill6.ogg");
220         //precache_sound ("announce/male/mapkill1.ogg");
221         //precache_sound ("announce/robotic/last_second_save.ogg");
222         //precache_sound ("announce/robotic/narrowly_averted.ogg");
223         //precache_sound ("minstagib/mockery.ogg");
224
225         // announcer sounds - male
226         precache_sound ("announcer/male/03kills.ogg");
227         precache_sound ("announcer/male/05kills.ogg");
228         precache_sound ("announcer/male/10kills.ogg");
229         precache_sound ("announcer/male/15kills.ogg");
230         precache_sound ("announcer/male/20kills.ogg");
231         precache_sound ("announcer/male/25kills.ogg");
232         precache_sound ("announcer/male/30kills.ogg");
233         precache_sound ("announcer/male/botlike.ogg");
234         precache_sound ("announcer/male/electrobitch.ogg");
235         precache_sound ("announcer/male/welcome.ogg");
236         precache_sound ("announcer/male/yoda.ogg");
237
238         // announcer sounds - robotic
239         precache_sound ("announcer/robotic/1fragleft.ogg");
240         precache_sound ("announcer/robotic/1minuteremains.ogg");
241         precache_sound ("announcer/robotic/2fragsleft.ogg");
242         precache_sound ("announcer/robotic/3fragsleft.ogg");
243         precache_sound ("announcer/robotic/lastsecond.ogg");
244         precache_sound ("announcer/robotic/narrowly.ogg");
245
246         // plays music for the level if there is any
247         if (self.noise)
248         {
249                 precache_sound (self.noise);
250                 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);
251         }
252
253                 // 0 normal
254         lightstyle(0, "m");
255
256         // 1 FLICKER (first variety)
257         lightstyle(1, "mmnmmommommnonmmonqnmmo");
258
259         // 2 SLOW STRONG PULSE
260         lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
261
262         // 3 CANDLE (first variety)
263         lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
264
265         // 4 FAST STROBE
266         lightstyle(4, "mamamamamama");
267
268         // 5 GENTLE PULSE 1
269         lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
270
271         // 6 FLICKER (second variety)
272         lightstyle(6, "nmonqnmomnmomomno");
273
274         // 7 CANDLE (second variety)
275         lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
276
277         // 8 CANDLE (third variety)
278         lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
279
280         // 9 SLOW STROBE (fourth variety)
281         lightstyle(9, "aaaaaaaazzzzzzzz");
282
283         // 10 FLUORESCENT FLICKER
284         lightstyle(10, "mmamammmmammamamaaamammma");
285
286         // 11 SLOW PULSE NOT FADE TO BLACK
287         lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
288
289         // styles 32-62 are assigned by the light program for switchable lights
290
291         // 63 testing
292         lightstyle(63, "a");
293
294         player_count = 0;
295         lms_lowest_lives = 0;
296         lms_next_place = 0;
297
298         GotoFirstMap();
299
300         if(cvar("g_campaign"))
301                 CampaignPreInit();
302
303         InitGameplayMode();
304         //if (cvar("g_domination"))
305         //      dom_init();
306
307         local entity head;
308         head = nextent(world);
309         maxclients = 0;
310         while(head)
311         {
312                 maxclients++;
313                 head = nextent(head);
314         }
315
316         GameLogInit(); // prepare everything
317         if(cvar("sv_eventlog"))
318         {
319                 local string s;
320                 GameLogEcho(":logversion:2", FALSE);
321                 s = strcat(cvar_string("sv_eventlog_files_counter"), ".");
322                 s = strcat(s, ftos(random()));
323                 GameLogEcho(strcat(":gamestart:", GetMapname(), ":", s), FALSE);
324                 s = ":gameinfo:mutators:LIST";
325                 if(cvar("g_grappling_hook"))
326                         s = strcat(s, ":grappling_hook");
327                 if(!cvar("g_use_ammunition"))
328                         s = strcat(s, ":no_use_ammunition");
329                 if(!cvar("g_pickup_items"))
330                         s = strcat(s, ":no_pickup_items");
331                 if(cvar("g_instagib"))
332                         s = strcat(s, ":instagib");
333                 if(cvar("g_rocketarena"))
334                         s = strcat(s, ":rockerarena");
335                 if(cvar("g_nixnex"))
336                         s = strcat(s, ":nixnex");
337                 if(cvar("g_vampire"))
338                         s = strcat(s, ":vampire");
339                 if(cvar("g_laserguided_missile"))
340                         s = strcat(s, ":laserguided_missile");
341                 if(cvar("g_norecoil"))
342                         s = strcat(s, ":norecoil");
343                 if(cvar("g_midair"))
344                         s = strcat(s, ":midair");
345                 if(cvar("g_minstagib"))
346                         s = strcat(s, ":minstagib");
347                 GameLogEcho(s, FALSE);
348                 GameLogEcho(":gameinfo:end", FALSE);
349         }
350
351         cvar_set("nextmap", "");
352
353         SetDefaultAlpha();
354
355         if(cvar("g_campaign"))
356                 CampaignPostInit();
357 }
358
359 void light (void)
360 {
361         makestatic (self);
362 }
363
364 float( string pFilename ) TryFile =
365 {
366         local float lHandle;
367         dprint("TryFile(\"", pFilename, "\")\n");
368         lHandle = fopen( pFilename, FILE_READ );
369         if( lHandle != -1 ) {
370                 fclose( lHandle );
371                 return TRUE;
372         } else {
373                 return FALSE;
374         }
375 };
376
377 string GetMapname()
378 {
379         if (game == GAME_DEATHMATCH)
380                 return strcat("dm_", mapname);
381         else if (game == GAME_TEAM_DEATHMATCH)
382                 return strcat("tdm_", mapname);
383         else if (game == GAME_DOMINATION)
384                 return strcat("dom_", mapname);
385         else if (game == GAME_CTF)
386                 return strcat("ctf_", mapname);
387         else if (game == GAME_RUNEMATCH)
388                 return strcat("rune_", mapname);
389         else if (game == GAME_LMS)
390                 return strcat("lms_", mapname);
391         return strcat("dm_", mapname);
392 }
393
394 float Map_Count, Map_Current;
395 string Map_Current_Name;
396
397 // NOTE: this now expects the map list to be already tokenize()d and the count in Map_Count
398 float GetMaplistPosition()
399 {
400         float pos;
401         string map;
402
403         map = GetMapname();
404         for(pos = 0; pos < Map_Count; ++pos)
405                 if(map == argv(pos))
406                         return pos;
407
408         // resume normal maplist rotation if current map is not in g_maplist
409         return cvar("g_maplist_index");
410 }
411
412 float MapHasRightSize(string map)
413 {
414         // open map size restriction file
415         float fh;
416         dprint("opensize "); dprint(map);
417         fh = fopen(strcat("maps/", map, ".sizes"), FILE_READ);
418         if(fh >= 0)
419         {
420                 float mapmin, mapmax;
421                 dprint(": ok, ");
422                 mapmin = stof(fgets(fh));
423                 mapmax = stof(fgets(fh));
424                 fclose(fh);
425                 if(player_count < mapmin)
426                 {
427                         dprint("not enough\n");
428                         return FALSE;
429                 }
430                 if(player_count > mapmax)
431                 {
432                         dprint("too many\n");
433                         return FALSE;
434                 }
435                 dprint("right size\n");
436                 return TRUE;
437         }
438         dprint(": not found\n");
439         return TRUE;
440 }
441
442 string Map_Filename(float position)
443 {
444         return strcat("maps/", argv(position), ".mapcfg");
445 }
446
447 float(float position, float pass) Map_Check =
448 {
449         string filename;
450         string map_next;
451         map_next = argv(position);
452         if(pass <= 1)
453                 if(map_next == Map_Current_Name) // same map again in first pass?
454                         return 0;
455         filename = Map_Filename(position);
456         if(TryFile(filename))
457         {
458                 if(pass == 2)
459                         return 1;
460                 if(MapHasRightSize(argv(position)))
461                         return 1;
462                 return 0;
463         }
464         else
465                 dprint( "Couldn't find '", filename, "'..\n" );
466
467         return 0;
468 }
469
470 void(float position) Map_Goto =
471 {
472         cvar_set("g_maplist_index", ftos(position));
473         localcmd(strcat("exec \"", Map_Filename(position) ,"\"\n"));
474 }
475
476 // return codes of map selectors:
477 //   -1 = temporary failure (that is, try some method that is guaranteed to succeed)
478 //   -2 = permanent failure
479 float() MaplistMethod_Iterate = // usual method
480 {
481         float pass, i;
482
483         for(pass = 1; pass <= 2; ++pass)
484         {
485                 for(i = 1; i < Map_Count; ++i)
486                 {
487                         float mapindex;
488                         mapindex = math_mod(i + Map_Current, Map_Count);
489                         if(Map_Check(mapindex, pass))
490                                 return mapindex;
491                 }
492         }
493         return -1;
494 }
495
496 float() MaplistMethod_Repeat = // fallback method
497 {
498         if(Map_Check(Map_Current, 2))
499                 return Map_Current;
500         return -2;
501 }
502
503 float() MaplistMethod_Random = // random map selection
504 {
505         float i, imax;
506
507         imax = 42;
508
509         for(i = 0; i <= imax; ++i)
510         {
511                 float mapindex;
512                 mapindex = math_mod(Map_Current + ceil(random() * (Map_Count - 1)), Map_Count); // any OTHER map
513                 if(Map_Check(mapindex, 1))
514                         return mapindex;
515         }
516         return -1;
517 }
518
519 float(float exponent) MaplistMethod_Shuffle = // more clever shuffling
520 // the exponent sets a bias on the map selection:
521 // the higher the exponent, the 
522 {
523         float i, j, imax, insertpos;
524
525         imax = 42;
526
527         if(Map_Count <= 1)
528                 return 0; // only one map, then always play this one
529
530         for(i = 0; i <= imax; ++i)
531         {
532                 string newlist;
533
534                 // now reinsert this at another position
535                 insertpos = pow(random(), 1 / exponent);       // ]0, 1]
536                 insertpos = insertpos * (Map_Count - 1);       // ]0, Map_Count - 1]
537                 insertpos = ceil(insertpos) + 1;               // {2, 3, 4, ..., Map_Count}
538                 dprint("SHUFFLE: insert pos = ", ftos(insertpos), "\n");
539
540                 // insert the current map there
541                 newlist = "";
542                 for(j = 1; j < insertpos; ++j)                 // i == 1: no loop, will be inserted as first; however, i == 1 has been excluded above
543                         newlist = strcat(newlist, "'", argv(j), "'");
544                 newlist = strcat(newlist, "'", argv(0), "'");  // now insert the just selected map
545                 for(j = insertpos; j < Map_Count; ++j)         // i == Map_Count: no loop, has just been inserted as last
546                         newlist = strcat(newlist, "'", argv(j), "'");
547                 cvar_set("g_maplist", newlist);
548                 Map_Count = tokenize(newlist);
549
550                 // NOTE: the selected map has just been inserted at (insertpos-1)th position
551                 Map_Current = insertpos - 1; // this is not really valid, but this way the fallback has a chance of working
552                 if(Map_Check(Map_Current, 1))
553                         return Map_Current;
554         }
555         return -1;
556 }
557
558 void() Maplist_Init =
559 {
560         string temp;
561         temp = cvar_string("g_maplist");
562         Map_Count = tokenize(temp);
563         if(Map_Count == 0)
564         {
565                 bprint( "Maplist is empty!  Resetting it to default map list.\n" );
566                 cvar_set("g_maplist", temp = cvar_string("g_maplist_defaultlist"));
567                 Map_Count = tokenize(temp);
568         }
569         if(Map_Count == 0)
570                 error("empty maplist, cannot select a new map");
571         Map_Current = bound(0, GetMaplistPosition(), Map_Count - 1);
572
573         Map_Current_Name = strzone(argv(Map_Current)); // will be automatically freed on exit thanks to DP
574         // this may or may not be correct, but who cares, in the worst case a map
575         // isn't chosen in the first pass that should have been
576 }
577
578 void() GotoNextMap =
579 {
580         //local string nextmap;
581         //local float n, nummaps;
582         //local string s;
583         string exit_cfg;
584         if (alreadychangedlevel)
585                 return;
586         alreadychangedlevel = TRUE;
587
588         if(cvar("g_campaign"))
589         {
590                 CampaignPostIntermission();
591                 return;
592         }
593
594         if (cvar("samelevel")) // if samelevel is set, stay on same level
595         {
596                 // this does not work because it tries to exec maps/nexdm01.mapcfg (which doesn't exist, it should be trying maps/dm_nexdm01.mapcfg for example)
597                 //localcmd(strcat("exec \"maps/", mapname, ".mapcfg\"\n"));
598                 // so instead just restart the current map using the restart command (DOES NOT WORK PROPERLY WITH exit_cfg STUFF)
599                 localcmd("restart\n");
600                 //changelevel (mapname);
601                 return;
602         }
603
604         // if an exit cfg is defined by exiting map, exec it.
605         exit_cfg = cvar_string("exit_cfg");
606         if(exit_cfg != "")
607                 localcmd(strcat("exec \"", exit_cfg, "\"\n"));
608
609         localcmd("exec game_reset.cfg\n");
610
611
612         if (cvar("lastlevel"))
613         {
614                 localcmd(strcat("set lastlevel 0\n"));
615                 localcmd(strcat("togglemenu\n"));
616         }
617         else
618         {
619                 float nextMap;
620                 float allowReset;
621
622                 // cvar "nextmap" always gets priority
623                 if(TryFile(strcat("maps/", cvar_string("nextmap"), ".mapcfg")))
624                 {
625                         localcmd(strcat("exec \"maps/", cvar_string("nextmap"), ".mapcfg\"\n"));
626                         return;
627                 }
628
629                 for(allowReset = 1; allowReset >= 0; --allowReset)
630                 {
631                         Maplist_Init();
632                         nextMap = -1;
633
634                         if(nextMap == -1)
635                                 if(cvar("g_maplist_shuffle") > 0)
636                                         nextMap = MaplistMethod_Shuffle(cvar("g_maplist_shuffle") + 1);
637
638                         if(nextMap == -1)
639                                 if(cvar("g_maplist_selectrandom"))
640                                         nextMap = MaplistMethod_Random();
641
642                         if(nextMap == -1)
643                                 nextMap = MaplistMethod_Iterate();
644
645                         if(nextMap == -1)
646                                 nextMap = MaplistMethod_Repeat();
647
648                         if(nextMap >= 0)
649                         {
650                                 Map_Goto(nextMap);
651                                 break;
652                         }
653                         else // PERMANENT FAILURE
654                         {
655                                 if(allowReset)
656                                 {
657                                         bprint( "Maplist contains no single playable map!  Resetting it to default map list.\n" );
658                                         cvar_set("g_maplist", cvar_string("g_maplist_defaultlist"));
659                                 }
660                                 else
661                                 {
662                                         error("Everything is broken - not even the default map list works. Please report this to the developers.");
663                                 }
664                         }
665                 }
666         }
667 };
668
669
670 /*
671 ============
672 IntermissionThink
673
674 When the player presses attack or jump, change to the next level
675 ============
676 */
677 void() IntermissionThink =
678 {
679         if(cvar("sv_autoscreenshot"))
680         if(self.cnt > time)
681         {
682                 self.cnt = FALSE;
683                 if(clienttype(self) == CLIENTTYPE_REAL)
684                         stuffcmd(self, "screenshot\necho \"^5A screenshot has been taken at request of the server.\"\n");
685                 return;
686         }
687
688         if (time < intermission_exittime)
689                 return;
690
691         if (time < intermission_exittime + 10 && !self.button0 && !self.button1 && !self.button2 && !self.button3)
692                 return;
693
694         GotoNextMap ();
695 };
696
697 /*
698 ============
699 FindIntermission
700
701 Returns the entity to view from
702 ============
703 */
704 /*
705 entity() FindIntermission =
706 {
707         local   entity spot;
708         local   float cyc;
709
710 // look for info_intermission first
711         spot = find (world, classname, "info_intermission");
712         if (spot)
713         {       // pick a random one
714                 cyc = random() * 4;
715                 while (cyc > 1)
716                 {
717                         spot = find (spot, classname, "info_intermission");
718                         if (!spot)
719                                 spot = find (spot, classname, "info_intermission");
720                         cyc = cyc - 1;
721                 }
722                 return spot;
723         }
724
725 // then look for the start position
726         spot = find (world, classname, "info_player_start");
727         if (spot)
728                 return spot;
729
730 // testinfo_player_start is only found in regioned levels
731         spot = find (world, classname, "testplayerstart");
732         if (spot)
733                 return spot;
734
735 // then look for the start position
736         spot = find (world, classname, "info_player_deathmatch");
737         if (spot)
738                 return spot;
739
740         //objerror ("FindIntermission: no spot");
741         return world;
742 };
743 */
744
745 /*
746 ===============================================================================
747
748 RULES
749
750 ===============================================================================
751 */
752
753 void() DumpStats =
754 {
755         local float file;
756         local string s;
757
758         if(cvar("_printstats"))
759                 cvar_set("_printstats", "0");
760         else if(!gameover)
761                 return;
762
763         if(gameover)
764                 s = ":scores:";
765         else
766                 s = ":status:";
767
768         s = strcat(s, GetMapname(), ":", ftos(rint(time)));
769
770         if(cvar("sv_eventlog") && gameover)
771                 GameLogEcho(s, FALSE);
772         else if(cvar("sv_logscores_console"))
773                 ServerConsoleEcho(s, FALSE);
774         if(cvar("sv_logscores_file"))
775         {
776                 file = fopen(cvar_string("sv_logscores_filename"), FILE_APPEND);
777                 fputs(file, strcat(s, "\n"));
778         }
779
780         other = findchainflags(flags, FL_CLIENT);
781         while (other)
782         {
783                 if ((clienttype(other) == CLIENTTYPE_REAL) || (clienttype(other) == CLIENTTYPE_BOT && cvar("sv_logscores_bots")))
784                 {
785                         s = strcat(":player:", ftos(other.frags), ":");
786                         s = strcat(s, ftos(other.deaths), ":");
787                         s = strcat(s, ftos(rint(time - other.jointime)), ":");
788                         s = strcat(s, ftos(other.team), ":");
789
790                         if(cvar("sv_logscores_file"))
791                                 fputs(file, strcat(s, other.netname, "\n"));
792                         if(cvar("sv_eventlog") && gameover)
793                                 GameLogEcho(strcat(s, ftos(other.playerid), ":", other.netname), TRUE);
794                         else if(cvar("sv_logscores_console"))
795                                 ServerConsoleEcho(strcat(s, other.netname), TRUE);
796                 }
797                 other = other.chain;
798         }
799
800         if(cvar("sv_eventlog") && gameover)
801                 GameLogEcho(":end", FALSE);
802         else if(cvar("sv_logscores_console"))
803                 ServerConsoleEcho(":end", FALSE);
804         if(cvar("sv_logscores_file"))
805         {
806                 fputs(file, ":end\n");
807                 fclose(file);
808         }
809 }
810
811
812 /*
813 go to the next level for deathmatch
814 only called if a time or frag limit has expired
815 */
816 void() NextLevel =
817 {
818         gameover = TRUE;
819
820         intermission_running = 1;
821
822 // enforce a wait time before allowing changelevel
823         if(player_count > 0)
824                 intermission_exittime = time + cvar("sv_mapchange_delay");
825         else
826                 intermission_exittime = -60;
827
828         WriteByte (MSG_ALL, SVC_CDTRACK);
829         WriteByte (MSG_ALL, 3);
830         WriteByte (MSG_ALL, 3);
831
832         //pos = FindIntermission ();
833
834         VoteReset();
835
836         DumpStats();
837
838         if(cvar("sv_eventlog"))
839                 GameLogEcho(":gameover", FALSE);
840
841         GameLogClose();
842
843         other = findchainflags(flags, FL_CLIENT);
844         while (other != world)
845         {
846                 //other.nextthink = time + 0.5;
847                 other.takedamage = DAMAGE_NO;
848                 other.solid = SOLID_NOT;
849                 other.movetype = MOVETYPE_NONE;
850                 other.angles = other.v_angle;
851                 other.angles_x = other.angles_x * -1;
852                 other.cnt = time + 0.5; // used for autoscreenshot
853
854                 self = other;
855
856                 if(other.winning)
857                         bprint(strcat(other.netname, " ^7wins.\n"));
858
859                 /*
860                 if (pos != world);
861                 {
862                         other.modelindex = 0;
863                         other.weaponentity = world; // remove weapon model
864                         other.view_ofs = '0 0 0';
865                         other.angles = other.v_angle = pos.mangle;
866                         if (!other.angles)
867                         {
868                                 other.angles = other.v_angle = pos.angles;
869                                 other.v_angle_x = other.v_angle_x * -1;
870                         }
871                         other.fixangle = TRUE;          // turn this way immediately
872                         setorigin (other, pos.origin);
873                 }
874                 */
875                 other = other.chain;
876         }
877
878         if(cvar("g_campaign"))
879                 CampaignPreIntermission();
880
881         WriteByte (MSG_ALL, SVC_INTERMISSION);
882 };
883
884 /*
885 ============
886 CheckRules_Player
887
888 Exit deathmatch games upon conditions
889 ============
890 */
891 void() CheckRules_Player =
892 {
893         if (gameover)   // someone else quit the game already
894                 return;
895
896         // fixme: don't check players; instead check dom_team and ctf_team entities
897         //   (div0: and that in CheckRules_World please)
898 };
899
900 float checkrules_oneminutewarning;
901 float checkrules_leaderfrags;
902 float tdm_max_score, tdm_old_score;
903
904 float checkrules_equality;
905 float checkrules_overtimewarning;
906 float checkrules_overtimeend;
907
908 void() InitiateOvertime =
909 {
910         if(!checkrules_overtimeend)
911                 checkrules_overtimeend = time + 60 * cvar("timelimit_maxovertime");
912 }
913
914 float WINNING_NO = 0; // no winner, but time limits may terminate the game
915 float WINNING_YES = 1; // winner found
916 float WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
917 float WINNING_STARTOVERTIME = 3; // no winner, enter overtime NOW
918
919 float(float fraglimitreached, float equality) GetWinningCode =
920 {
921         if(equality)
922                 if(fraglimitreached)
923                         return WINNING_STARTOVERTIME;
924                 else
925                         return WINNING_NEVER;
926         else
927                 if(fraglimitreached)
928                         return WINNING_YES;
929                 else
930                         return WINNING_NO;
931 }
932
933 // set the .winning flag for exactly those players with a given field value
934 void(.float field, float value) SetWinners =
935 {
936         entity head;
937         head = findchain(classname, "player");
938         while (head)
939         {
940                 head.winning = (head.field == value);
941                 head = head.chain;
942         }
943 }
944
945 // set the .winning flag for those players with a given field value
946 void(.float field, float value) AddWinners =
947 {
948         entity head;
949         head = findchain(classname, "player");
950         while (head)
951         {
952                 if(head.field == value)
953                         head.winning = 1;
954                 head = head.chain;
955         }
956 }
957
958 // clear the .winning flags
959 void(void) ClearWinners =
960 {
961         entity head;
962         head = findchain(classname, "player");
963         while (head)
964         {
965                 head.winning = 0;
966                 head = head.chain;
967         }
968 }
969
970 float() LMS_NewPlayerLives =
971 {
972         float fl;
973         fl = cvar("fraglimit");
974         if(fl == 0)
975                 fl = 999;
976
977         // first player has left the game for dying too much? Nobody else can get in.
978         if(lms_lowest_lives < 1)
979                 return FALSE;
980
981         if(!cvar("g_lms_join_anytime"))
982                 if(lms_lowest_lives < fl - cvar("g_lms_last_join"))
983                         return FALSE;
984
985         return bound(1, lms_lowest_lives, fl);
986 }
987
988 // LMS winning condition: game terminates if and only if there's at most one
989 // one player who's living lives. Top two scores being equal cancels the time
990 // limit.
991 float() WinningCondition_LMS =
992 {
993         entity head;
994         float have_player;
995         float have_players;
996         float l;
997
998         have_player = FALSE;
999         have_players = FALSE;
1000         l = LMS_NewPlayerLives();
1001
1002         head = find(world, classname, "player");
1003         if(head)
1004                 have_player = TRUE;
1005         head = find(head, classname, "player");
1006         if(head)
1007                 have_players = TRUE;
1008
1009         if(have_player)
1010         {
1011                 // we have at least one player
1012                 if(have_players)
1013                 {
1014                         // two or more active players - continue with the game
1015                 }
1016                 else
1017                 {
1018                         // exactly one player?
1019                         if(l)
1020                         {
1021                                 // but no game has taken place yet
1022                         }
1023                         else
1024                         {
1025                                 // a winner!
1026                                 SetWinners(winning, 0); // NOTE: exactly one player is still "player", so this works out
1027                                 dprint("Have a winner, ending game.\n");
1028                                 return WINNING_YES;
1029                         }
1030                 }
1031         }
1032         else
1033         {
1034                 // nobody is playing at all...
1035                 if(l)
1036                 {
1037                         // wait for players...
1038                 }
1039                 else
1040                 {
1041                         // SNAFU (maybe a draw game?)
1042                         ClearWinners();
1043                         dprint("No players, ending game.\n");
1044                         return WINNING_YES;
1045                 }
1046         }
1047
1048         // When we get here, we have at least two players who are actually LIVING,
1049         // or one player who is still waiting for a victim to join the server. Now
1050         // check if the top two players have equal score.
1051
1052         checkrules_leaderfrags = 0;
1053         head = findchain(classname, "player");
1054         checkrules_equality = FALSE;
1055         while (head)
1056         {
1057                 if(head.frags > checkrules_leaderfrags)
1058                 {
1059                         checkrules_leaderfrags = head.frags;
1060                         checkrules_equality = FALSE;
1061                 }
1062                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1063                         checkrules_equality = TRUE;
1064                 head = head.chain;
1065         }
1066
1067         SetWinners(frags, checkrules_leaderfrags);
1068
1069         // The top two players have the same amount of lives? No timelimit then,
1070         // enter overtime...
1071
1072         if(checkrules_equality)
1073                 return WINNING_NEVER;
1074
1075         // Top two have different scores? Way to go for our beloved TIMELIMIT!
1076         return WINNING_NO;
1077 }
1078
1079 // DM winning condition: game terminates if a player reached the fraglimit,
1080 // unless the first two players have the same score. The latter case also
1081 // breaks the time limit.
1082 float(float fraglimit) WinningCondition_MaxIndividualScore =
1083 {
1084         float checkrules_oldleaderfrags;
1085         entity head;
1086
1087         checkrules_oldleaderfrags = checkrules_leaderfrags;
1088         checkrules_leaderfrags = 0;
1089         head = findchain(classname, "player");
1090         checkrules_equality = FALSE;
1091         while (head)
1092         {
1093                 if(head.frags > checkrules_leaderfrags)
1094                 {
1095                         checkrules_leaderfrags = head.frags;
1096                         checkrules_equality = FALSE;
1097                 }
1098                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1099                         checkrules_equality = TRUE;
1100                 head = head.chain;
1101         }
1102
1103         if(checkrules_leaderfrags > 0)
1104                 SetWinners(frags, checkrules_leaderfrags);
1105         else
1106                 ClearWinners();
1107
1108         if (!cvar("g_runematch"))
1109                 if (checkrules_leaderfrags != checkrules_oldleaderfrags)
1110                 {
1111                         if (checkrules_leaderfrags == fraglimit - 1)
1112                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1113                         else if (checkrules_leaderfrags == fraglimit - 2)
1114                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1115                         else if (checkrules_leaderfrags == fraglimit - 3)
1116                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1117                 }
1118
1119         return GetWinningCode(fraglimit && checkrules_leaderfrags >= fraglimit, checkrules_equality);
1120 }
1121
1122 float(float fraglimit) WinningConditionBase_Teamplay =
1123 {
1124         tdm_old_score = tdm_max_score;
1125         tdm_max_score = max(team1_score, team2_score, team3_score, team4_score);
1126
1127         checkrules_equality =
1128         (
1129                 (tdm_max_score > 0)
1130                 &&
1131                 (
1132                           (team1_score == tdm_max_score)
1133                         + (team2_score == tdm_max_score)
1134                         + (team3_score == tdm_max_score)
1135                         + (team4_score == tdm_max_score)
1136                         >= 2));
1137
1138         ClearWinners();
1139         if(tdm_max_score > 0)
1140         {
1141                 if(team1_score == tdm_max_score)
1142                         AddWinners(team, COLOR_TEAM1);
1143                 if(team2_score == tdm_max_score)
1144                         AddWinners(team, COLOR_TEAM2);
1145                 if(team3_score == tdm_max_score)
1146                         AddWinners(team, COLOR_TEAM3);
1147                 if(team4_score == tdm_max_score)
1148                         AddWinners(team, COLOR_TEAM4);
1149         }
1150
1151         if(!cvar("g_runematch") && !cvar("g_domination"))
1152                 if(tdm_max_score != tdm_old_score)
1153                 {
1154                         if(tdm_max_score == fraglimit - 1)
1155                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1156                         else if(tdm_max_score == fraglimit - 2)
1157                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1158                         else if(tdm_max_score == fraglimit - 3)
1159                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1160                 }
1161
1162         return GetWinningCode(fraglimit && tdm_max_score >= fraglimit, checkrules_equality);
1163 }
1164
1165 // TDM winning condition: game terminates if a team's score sum reached the
1166 // fraglimit, unless the first two teams have the same total score. The latter
1167 // case also breaks the time limit.
1168 float(float fraglimit) WinningCondition_MaxTeamSum =
1169 {
1170         entity head;
1171
1172         team1_score = team2_score = team3_score = team4_score = 0;
1173
1174         head = findchain(classname, "player");
1175         while (head)
1176         {
1177                 if(head.team == COLOR_TEAM1)
1178                         team1_score += head.frags;
1179                 else if(head.team == COLOR_TEAM2)
1180                         team2_score += head.frags;
1181                 else if(head.team == COLOR_TEAM3)
1182                         team3_score += head.frags;
1183                 else if(head.team == COLOR_TEAM4)
1184                         team4_score += head.frags;
1185                 head = head.chain;
1186         }
1187
1188         return WinningConditionBase_Teamplay(fraglimit);
1189 }
1190
1191 // DOM/CTF winning condition: game terminates if the max of a team's players'
1192 // score reached the fraglimit, unless the first two teams have the same
1193 // maximum score. The latter case also breaks the time limit.
1194 float(float fraglimit) WinningCondition_MaxTeamMax =
1195 {
1196         entity head;
1197
1198         team1_score = team2_score = team3_score = team4_score = 0;
1199
1200         head = findchain(classname, "player");
1201         while (head)
1202         {
1203                 if(head.team == COLOR_TEAM1)
1204                 {
1205                         if(head.frags > team1_score)
1206                                 team1_score = head.frags;
1207                 }
1208                 else if(head.team == COLOR_TEAM2)
1209                 {
1210                         if(head.frags > team2_score)
1211                                 team2_score = head.frags;
1212                 }
1213                 else if(head.team == COLOR_TEAM3)
1214                 {
1215                         if(head.frags > team3_score)
1216                                 team3_score = head.frags;
1217                 }
1218                 else if(head.team == COLOR_TEAM4)
1219                 {
1220                         if(head.frags > team4_score)
1221                                 team4_score = head.frags;
1222                 }
1223                 head = head.chain;
1224         }
1225
1226         return WinningConditionBase_Teamplay(fraglimit);
1227 }
1228
1229 void PrintScoreboardFor(string name, string colorcode, float whichteam)
1230 {
1231         entity head;
1232         float fragtotal;
1233         string s;
1234         float found;
1235         found = FALSE;
1236         head = find(world, classname, "player");
1237         while(head)
1238         {
1239                 if(!whichteam || head.team == whichteam)
1240                 {
1241                         if(name != "")
1242                                 if(!found)
1243                                         ServerConsoleEcho(strcat(" ", colorcode, name, ":"), FALSE);
1244                         found = TRUE;
1245                         fragtotal = fragtotal + head.frags;
1246                         s = ftos(head.frags);
1247                         s = strcat(s, "/", ftos(head.deaths));
1248                         s = strcat(s, " @ ", ftos(head.ping));
1249                         if(clienttype(head) == CLIENTTYPE_BOT)
1250                                 s = strcat(s, "botms");
1251                         else
1252                                 s = strcat(s, "ms");
1253                         ServerConsoleEcho(strcat("  ", colorcode, head.netname, colorcode, " (", s, ")"), TRUE);
1254                 }
1255                 head = find(head, classname, "player");
1256         }
1257         if(whichteam && found)
1258                 ServerConsoleEcho(strcat(colorcode, "  (total: ", ftos(fragtotal), ")"), FALSE);
1259 }
1260
1261 void PrintScoreboard()
1262 {
1263         ServerConsoleEcho("Scoreboard:", FALSE);
1264         if(teams_matter)
1265         {
1266                 PrintScoreboardFor("Red", "^1", COLOR_TEAM1);
1267                 PrintScoreboardFor("Blue", "^4", COLOR_TEAM2);
1268                 PrintScoreboardFor("Pink", "^6", COLOR_TEAM3);
1269                 PrintScoreboardFor("Yellow", "^3", COLOR_TEAM4);
1270         }
1271         else
1272         {
1273                 PrintScoreboardFor("", "^7", 0);
1274         }
1275         ServerConsoleEcho(".", FALSE);
1276 }
1277
1278 void RemoveFromMaplist(string m)
1279 {
1280         string result;
1281         float litems;
1282         float i;
1283         float found;
1284
1285         litems = tokenize(cvar_string("g_maplist"));
1286         found = 0;
1287         result = "";
1288         for(i = 0; i < litems; ++i)
1289         {
1290                 m = strcat(m);
1291                 result = strcat(result);
1292                 if(argv(i) == m)
1293                         found += 1;
1294                 else
1295                         result = strcat(result, "'", argv(i), "'");
1296         }
1297         if(found)
1298                 cvar_set("g_maplist", result);
1299         ServerConsoleEcho(strcat("Removed ", ftos(found), " items."), FALSE);
1300 }
1301
1302 void AddToMaplist(string m)
1303 {
1304         string result;
1305         float found;
1306         float litems;
1307         float i;
1308         float ipos;
1309         float inserted;
1310
1311         if(!TryFile(strcat("maps/", m, ".mapcfg")))
1312         {
1313                 ServerConsoleEcho("Map not found.", FALSE);
1314                 return;
1315         }
1316
1317         litems = tokenize(cvar_string("g_maplist"));
1318         if(cvar("g_maplist_shuffle"))
1319                 ipos = ceil(random() * (litems + 1)) - 1;
1320         else
1321                 ipos = litems;
1322         found = 0;
1323         inserted = 0;
1324         for(i = 0; i < litems; ++i)
1325         {
1326                 m = strcat(m);
1327                 if(i == ipos)
1328                 {
1329                         result = strcat(result, "'", m, "'");
1330                         inserted = 1;
1331                 }
1332                 result = strcat(result, "'", argv(i), "'");
1333                 if(argv(i) == m)
1334                         found += 1;
1335         }
1336         if(!inserted)
1337                 result = strcat(result, "'", m, "'");
1338         if(!found)
1339         {
1340                 cvar_set("g_maplist", result);
1341                 ServerConsoleEcho("Map added.", FALSE);
1342         }
1343         else
1344                 ServerConsoleEcho("Map already in list.", FALSE);
1345 }
1346
1347 void ShuffleMaplist()
1348 {
1349         string result;
1350         float start;
1351         float litems;
1352         float selected;
1353         float i;
1354
1355         result = cvar_string("g_maplist");
1356         litems = tokenize(result);
1357
1358         for(start = 0; start < litems - 1; ++start)
1359         {
1360                 result = "";
1361
1362                 // select a random item
1363                 selected = ceil(random() * (litems - start) + start) - 1;
1364
1365                 // shift this item to the place start
1366                 for(i = 0; i < start; ++i)
1367                         result = strcat(result, "'", argv(i), "'");
1368                 result = strcat(result, "'", argv(selected), "'");
1369                 for(i = start; i < litems; ++i)
1370                         if(i != selected)
1371                                 result = strcat(result, "'", argv(i), "'");
1372
1373                 litems = tokenize(result);
1374
1375                 //dprint(result, "\n");
1376         }
1377
1378         cvar_set("g_maplist", result);
1379 }
1380
1381 /*
1382 ============
1383 CheckRules_World
1384
1385 Exit deathmatch games upon conditions
1386 ============
1387 */
1388 void() CheckRules_World =
1389 {
1390         local float status;
1391         local float timelimit;
1392         local float fraglimit;
1393
1394         VoteThink();
1395
1396         SetDefaultAlpha();
1397
1398         if (intermission_running)
1399                 if (time >= intermission_exittime + 60)
1400                 {
1401                         GotoNextMap();
1402                         return;
1403                 }
1404
1405         if (gameover)   // someone else quit the game already
1406                 return;
1407
1408         DumpStats();
1409
1410         if(cvar("_scoreboard"))
1411         {
1412                 cvar_set("_scoreboard", "0");
1413                 PrintScoreboard();
1414         }
1415
1416         // automatically shuffle when setting g_maplist_shuffle
1417         if(cvar_string("_g_maplist_add") != "")
1418         {
1419                 AddToMaplist(cvar_string("_g_maplist_add"));
1420                 cvar_set("_g_maplist_add", "");
1421         }
1422         if(cvar_string("_g_maplist_remove") != "")
1423         {
1424                 RemoveFromMaplist(cvar_string("_g_maplist_remove"));
1425                 cvar_set("_g_maplist_remove", "");
1426         }
1427         if(cvar("_g_maplist_shufflenow") || (cvar("g_maplist_shuffle") && !cvar("_g_maplist_have_shuffled")))
1428         {
1429                 ShuffleMaplist();
1430                 localcmd("set _g_maplist_shufflenow 0\nset _g_maplist_have_shuffled 1\necho Shuffled map list.\n");
1431         }
1432         if(cvar("_g_maplist_have_shuffled"))
1433                 if(!cvar("g_maplist_shuffle"))
1434                         localcmd("set _g_maplist_have_shuffled 0\n");
1435
1436         timelimit = cvar("timelimit") * 60;
1437         fraglimit = cvar("fraglimit");
1438
1439         if (timelimit && time >= timelimit)
1440                 InitiateOvertime();
1441
1442         if (checkrules_overtimeend && time >= checkrules_overtimeend)
1443         {
1444                 NextLevel();
1445                 return;
1446         }
1447
1448         if(!checkrules_overtimewarning && checkrules_overtimeend)
1449         {
1450                 checkrules_overtimewarning = TRUE;
1451                 //sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1452                 bcenterprint("^3Now playing ^1OVERTIME^3!\n\n^3Keep fragging until we have a ^1winner^3!");
1453         }
1454
1455         if (!checkrules_oneminutewarning && timelimit > 0 && time > timelimit - 60)
1456         {
1457                 checkrules_oneminutewarning = TRUE;
1458                 sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1459         }
1460
1461         status = WINNING_NO;
1462         if(cvar("g_lms"))
1463         {
1464                 status = WinningCondition_LMS();
1465         }
1466         else
1467         {
1468                 if(teams_matter)
1469                 {
1470                         if(cvar("g_tdm") || cvar("g_runematch") || cvar("g_ctf") || cvar("g_domination"))
1471                                 status = WinningCondition_MaxTeamSum(fraglimit);
1472                         //else if()
1473                         //      status = WinningCondition_MaxTeamMax(fraglimit);
1474                         else
1475                         {
1476                                 dprint("div0: How can this happen?\n");
1477                                 status = WinningCondition_MaxTeamMax(fraglimit);
1478                         }
1479                 }
1480                 else
1481                         status = WinningCondition_MaxIndividualScore(fraglimit);
1482         }
1483
1484         if(status == WINNING_STARTOVERTIME)
1485         {
1486                 status = WINNING_NEVER;
1487                 InitiateOvertime();
1488         }
1489
1490         if(status == WINNING_NEVER)
1491                 // equality cases! Nobody wins if the overtime ends in a draw.
1492                 ClearWinners();
1493
1494         if(checkrules_overtimeend)
1495                 if(status != WINNING_NEVER)
1496                         status = WINNING_YES;
1497
1498         if(status == WINNING_YES)
1499                 NextLevel();
1500 };