]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/clientcommands.qc
in "cmd maplist", leave out the maps that won't work in the current game mode anyway
[divverent/nexuiz.git] / data / qcsrc / server / clientcommands.qc
1 void ReadyCount();
2 void(entity e) DropFlag;
3 string MapVote_Suggest(string m);
4
5 .float floodcontrol_chat;
6 .float floodcontrol_team;
7 void Say(entity source, float teamsay, string msgin)
8 {
9         string msgstr, colorstr, cmsgstr, namestr;
10         float flood;
11         entity head;
12
13         if(!teamsay)
14                 if(substring(msgin, 0, 1) == " ")
15                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
16
17         msgin = formatmessage(msgin);
18
19         if(msgin == "")
20                 return;
21
22         if(source.classname != "player")
23                 colorstr = "^0"; // black for spectators
24         else if(teams_matter)
25                 colorstr = Team_ColorCode(source.team);
26         else
27                 teamsay = FALSE;
28
29         if(intermission_running)
30                 teamsay = FALSE;
31
32         /*
33          * using bprint solves this... me stupid
34         // how can we prevent the message from appearing in a listen server?
35         // for now, just give "say" back and only handle say_team
36         if(!teamsay)
37         {
38                 clientcommand(self, strcat("say ", msgin));
39                 return;
40         }
41         */
42
43         if(cvar("g_chat_teamcolors"))
44                 namestr = playername(source);
45         else
46                 namestr = source.netname;
47         if(teamsay)
48         {
49                 msgstr = strzone(strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin, "\n"));
50                 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", wordwrap(msgin, 50));
51         }
52         else
53                 msgstr = strzone(strcat("\{1}", namestr, "^7: ", msgin, "\n"));
54
55         // FLOOD CONTROL
56         flood = 0;
57         {
58                 float flood_spl;
59                 float flood_burst;
60                 float flood_lmax;
61                 var .float flood_field;
62                 float lines;
63                 if(teamsay)
64                 {
65                         flood_spl = cvar("g_chat_flood_spl_team");
66                         flood_burst = cvar("g_chat_flood_burst_team");
67                         flood_lmax = cvar("g_chat_flood_lmax_team");
68                         flood_field = floodcontrol_team;
69                 }
70                 else
71                 {
72                         flood_spl = cvar("g_chat_flood_spl");
73                         flood_burst = cvar("g_chat_flood_burst");
74                         flood_lmax = cvar("g_chat_flood_lmax");
75                         flood_field = floodcontrol_chat;
76                 }
77                 flood_burst = max(0, flood_burst - 1);
78                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
79                 lines = ceil(strlennocol(msgstr) / 75);
80                 if(flood_lmax && lines > flood_lmax)
81                         flood = 2;
82                 else if(time >= self.flood_field)
83                         self.flood_field = max(time - flood_burst * flood_spl, self.flood_field) + lines * flood_spl;
84                 else
85                         flood = 1;
86         }
87
88         if(flood)
89         {
90                 if(cvar("g_chat_flood_notify_flooder"))
91                 {
92                         if(flood == 1)
93                                 sprint(self, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(self.flood_field - time), "^3 seconds\n"));
94                         else if(flood == 2)
95                                 sprint(self, "^3FLOOD CONTROL: ^7message too long\n");
96                 }
97                 else
98                         sprint(self, msgstr);
99                 ServerConsoleEcho(strcat("NOTE: ", playername(self), "^7 is flooding."), TRUE);
100         }
101         else if(teamsay)
102         {
103                 if(source.classname == "player")
104                 {
105                         FOR_EACH_REALPLAYER(head)
106                         {
107                                 if(head.team == source.team)
108                                 {
109                                         sprint(head, msgstr);
110                                         centerprint(head, cmsgstr);
111                                 }
112                         }
113                 }
114                 else
115                 {
116                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
117                         {
118                                 sprint(head, msgstr);
119                                 centerprint(head, cmsgstr);
120                         }
121                 }
122         }
123         else
124         {
125                 //when g_tourney is active and g_tourney_disable_spec_chat is set and game is in matchstage
126                 //don't print the text from specs/observers to the players but only the other spectators
127                 if(g_tourney && cvar("g_tourney_disable_spec_chat") && tourneyInMatchStage && source.classname != "player") {
128                         FOR_EACH_REALCLIENT(head) if(head.classname != "player") {
129                                 sprint(head, msgstr);
130                         }
131                 }
132                 else
133                         bprint(msgstr);
134                 //ServerConsoleEcho(substring(msgstr, 1, strlen(msgstr) - 2), TRUE);
135         }
136
137         strunzone(msgstr);
138 }
139
140 entity GetPlayer(string name)
141 {
142         float num;
143         entity e;
144         string ns;
145
146         if(substring(name, 0, 1) == "#") {
147                 num = stof(substring(name, 1, 999));
148                 if(num >= 1 && num <= maxclients) {
149                         for((e = world); num > 0; --num, (e = nextent(e)))
150                                 ;
151                         //if(clienttype(e) == CLIENTTYPE_REAL)
152                         if(e.classname == "player")
153                                 return e;
154                 }
155         } else {
156                 ns = strdecolorize(name);
157                 FOR_EACH_REALPLAYER(e) {
158                         if(!strcasecmp(strdecolorize(e.netname), ns)) {
159                                 return e;
160                         }
161                 }
162         }
163         return world;
164 }
165
166 //float ctf_clientcommand();
167 void SV_ParseClientCommand(string s) {
168         local string cmd;
169         local float i;
170
171         tokenize(s);
172
173         if(GameCommand_Vote(s, self)) {
174                 return;
175         } else if(GameCommand_MapVote(argv(0))) {
176                 return;
177         } else if(argv(0) == "autoswitch") {
178                 // be backwards compatible with older clients (enabled)
179                 self.autoswitch = ("0" != argv(1));
180                 local string autoswitchmsg;
181                 if (self.autoswitch) {
182                         autoswitchmsg = "on";
183                 } else {
184                         autoswitchmsg = "off";
185                 }
186                 sprint(self, strcat("^1autoswitch turned ", autoswitchmsg, "\n"));
187         } else if(argv(0) == "clientversion") {
188                 if not(self.flags & FL_CLIENT)
189                         return;
190                 if (argv(1) == "$gameversion") {
191                         //versionmsg = "^1client is too old to get versioninfo.\nUPDATE!!! (http://www.nexuiz.com)^8";
192                         // either that or someone wants to be funny
193                         self.version = 1;
194                 } else {
195                         self.version = stof(argv(1));
196                 }
197                 if(self.version != cvar("gameversion"))
198                 {
199                         self.classname = "observer";
200                         self.frags = -2;
201                         PutClientInServer();
202                 } else if(cvar("g_campaign") || cvar("g_balance_teams") || cvar("g_balance_teams_force")) {
203                         //JoinBestTeam(self, FALSE, TRUE);
204                 } else if(cvar("teamplay") && !cvar("sv_spectate")) {
205                         self.classname = "observer";
206                         stuffcmd(self,"menu_showteamselect\n");
207                 }
208         } else if(argv(0) == "reportcvar") { // old system
209                 GetCvars(1);
210         } else if(argv(0) == "sentcvar") { // new system
211                 GetCvars(1);
212         } else if(argv(0) == "spectate") {
213                 if not(self.flags & FL_CLIENT)
214                         return;
215                 if(g_lms || g_arena)
216                         return; // don't allow spectating in lms, unless player runs out of lives
217                 if(self.classname == "player" && cvar("sv_spectate") == 1) {
218                         if(self.flagcarried)
219                                 DropFlag(self.flagcarried);
220                         kh_Key_DropAll(self, TRUE);
221                         WaypointSprite_PlayerDead();
222                         self.classname = "observer";
223                         if(blockSpectators)
224                                 sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));
225                         PutClientInServer();
226                 }
227         } else if(argv(0) == "join") {
228                 if not(self.flags & FL_CLIENT)
229                         return;
230                 if(!g_arena)
231                 if (self.classname != "player" && !lockteams)
232                 {
233                         if(isJoinAllowed()) {
234                                 self.classname = "player";
235                                 PlayerScore_Clear(self);
236                                 bprint ("^4", self.netname, "^4 is playing now\n");
237                                 PutClientInServer();
238                         }
239                         else {
240                                 //player may not join because of g_maxplayers is set
241                                 centerprint_atprio(self, CENTERPRIO_MAPVOTE, PREVENT_JOIN_TEXT);
242                         }
243                 }
244         } else if( argv(0) == "selectteam" ) {
245                 if not(self.flags & FL_CLIENT)
246                         return;
247                 if( !cvar("teamplay") ) {
248                         sprint( self, "selecteam can only be used in teamgames\n");
249                 } else if(cvar("g_campaign")) {
250                         //JoinBestTeam(self, 0);
251                 } else if(lockteams) {
252                         sprint( self, "^7The game has already begun, you must wait until the next map to be able to join a team.\n");
253                 } else if( argv(1) == "red" ) {
254                         DoTeamChange(COLOR_TEAM1);
255                 } else if( argv(1) == "blue" ) {
256                         DoTeamChange(COLOR_TEAM2);
257                 } else if( argv(1) == "yellow" ) {
258                         DoTeamChange(COLOR_TEAM3);
259                 } else if( argv(1) == "pink" ) {
260                         DoTeamChange(COLOR_TEAM4);
261                 } else if( argv(1) == "auto" ) {
262                         DoTeamChange(-1);
263                 } else {
264                         sprint( self, strcat( "selectteam none/red/blue/yellow/pink/auto - \"", argv(1), "\" not recognised\n" ) );
265                 }
266         } else if(argv(0) == "ready") {
267                 if not(self.flags & FL_CLIENT)
268                         return;
269                 if(cvar("sv_ready_restart"))
270                 {
271                         if(timeoutStatus) {
272                                 return sprint(self, "^1You cannot reset the game while a timeout is active!\n");
273                         }
274                         
275                         if(!restart_countdown || cvar("sv_ready_restart_repeatable"))
276                         {
277                                 self.ready = TRUE;
278                                 bprint(self.netname, "^2 is ready\n");
279                                 ReadyCount();
280                         } else {
281                                 sprint(self, "^1game has already been restarted\n");
282                         }
283                 }
284         } else if(argv(0) == "maplist") {
285                 local float n, j;
286                 local string col;
287                 n = tokenize(cvar_string("g_maplist"));
288                 sprint(self, "^7Maps in list: ");
289                 for(i = 0, j = 0; i < n; ++i)
290                 {
291                         if(MapInfo_CheckMap(argv(i)))
292                         {
293                                 if(mod(j, 2))
294                                         col = "^2";
295                                 else
296                                         col = "^3";
297                                 sprint(self, strcat(col, argv(i), " "));
298                                 ++j;
299                         }
300                 }
301                 sprint(self, "\n");
302 #ifdef MAPINFO
303         } else if(argv(0) == "lsmaps") {
304                 sprint(self, "^7Maps available: ");
305                 for(i = 0; i < MapInfo_count; ++i)
306                 {
307                         if(mod(i, 2))
308                                 col = "^2";
309                         else
310                                 col = "^3";
311                         sprint(self, strcat(col, MapInfo_BSPName_ByID(i), " "));
312                 }
313                 sprint(self, "\n");
314 #endif
315         } else if(argv(0) == "voice") {
316                 VoiceMessage(argv(1));
317         } else if(argv(0) == "say") {
318                 Say(self, FALSE, substring(s, 4, strlen(s) - 4));
319                 //clientcommand(self, formatmessage(s));
320         } else if(argv(0) == "say_team") {
321                 Say(self, TRUE, substring(s, 9, strlen(s) - 9));
322                 //clientcommand(self, formatmessage(s));
323         } else if(argv(0) == "info") {
324                 cmd = cvar_string(strcat("sv_info_", argv(1)));
325                 if(cmd == "")
326                         sprint(self, "ERROR: unsupported info command\n");
327                 else
328                         wordwrap_sprint(cmd, 1111);
329         } else if(argv(0) == "suggestmap") {
330                 sprint(self, strcat(MapVote_Suggest(argv(1)), "\n"));
331         } else if(argv(0) == "calltimeout") {
332                 if not(self.flags & FL_CLIENT)
333                         return;
334                 if(cvar("sv_timeout")) {
335                         if(self.classname == "player") {
336                                 if(votecalled)
337                                         sprint(self, "^7Error: you can not call a timeout while a vote is active!\n");
338                                 else
339                                         evaluateTimeoutCall();
340                         }
341                         else
342                                 sprint(self, "^7Error: only players can call a timeout!\n");
343                 }
344         } else if(argv(0) == "resumegame") {
345                 if not(self.flags & FL_CLIENT)
346                         return;
347                 if(cvar("sv_timeout")) {
348                         evaluateResumeGame();
349                 }
350         } else {
351                 //if(ctf_clientcommand())
352                 //      return;
353                 cmd = argv(0);
354                 /* checks not needed any more since DP has separated clientcommands and regular commands
355                 if(cmd != "status")
356                 if(cmd != "name")
357                 //if(cmd != "say") // handled above
358                 //if(cmd != "say_team") // handled above
359                 if(cmd != "tell")
360                 if(cmd != "color")
361                 if(cmd != "kill")
362                 if(cmd != "pause")
363                 if(cmd != "kick")
364                 if(cmd != "ping")
365                 if(cmd != "pings")
366                 if(cmd != "ban")
367                 if(cmd != "pmodel")
368                 if(cmd != "rate")
369                 if(cmd != "playermodel")
370                 if(cmd != "playerskin")
371                 if(cmd != "god") if(cmd != "notarget") if(cmd != "fly") if(cmd != "give") if(cmd != "noclip")
372                 {
373                         ServerConsoleEcho(strcat("WARNING: Invalid clientcommand by ", self.netname, ": ", s), TRUE);
374                         return;
375                 }
376                 */
377                 clientcommand(self,s);
378         }
379 }
380
381 /**
382  * Counts how many players are ready. If not enough players are ready, the function
383  * does nothing. If all players are ready, the timelimit will be extended and the
384  * restart_countdown variable is set to allow other functions like PlayerPostThink
385  * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown
386  * is not set the map will be resetted.
387  * 
388  * Function is called after the server receives a 'ready' sign from a player.
389  */
390 void ReadyCount()
391 {
392         local entity e;
393         local float r, p;
394
395         FOR_EACH_REALPLAYER(e)
396         {
397                 p += 1;
398                 if(e.ready)
399                         r += 1;
400         }
401
402         if(cvar("sv_ready_restart_nag")) {
403                 if(!readyNagActive) {
404                         readyNagger = spawn();
405                         readyNagger.think = readyNagger_Think;
406                         readyNagger.cnt = cvar("sv_ready_restart_nag_duration");
407                         readyNagger.nextthink = time;
408                         readyNagActive = 1;
409                 }
410         }
411
412         if(!p || r < p)
413                 return;
414
415         bprint("^1Server is restarting...\n");
416
417         // no arena, assault support yet...
418         if(g_arena | g_assault | gameover | intermission_running)
419                 localcmd("restart\n");
420
421         if(readyNagActive) { //if every player is ready, remove the ready-nagger again
422                 readyNagActive = 0;
423                 remove(readyNagger);
424         }
425
426         if(g_tourney) {
427                 tourneyInMatchStage = 1; //once the game is restarted the game is in match stage
428                 //reset weapons and ammo, health and armor to default:
429                 start_items = IT_LASER | IT_SHOTGUN;
430                 start_switchweapon = WEP_SHOTGUN;
431                 start_ammo_shells = cvar("g_start_ammo_shells");
432                 start_ammo_nails = cvar("g_start_ammo_nails");
433                 start_ammo_rockets = cvar("g_start_ammo_rockets");
434                 start_ammo_cells = cvar("g_start_ammo_cells");
435                 start_health = cvar("g_balance_health_start");
436                 start_armorvalue = cvar("g_balance_armor_start");
437         }
438
439         restart_countdown = time + RESTART_COUNTDOWN;
440         restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use
441         //reset the .ready status of all players (also spectators)
442         FOR_EACH_CLIENT(e)
443         {
444                 e.ready = 0;
445         }
446         if(0<cvar("timelimit") || (g_tourney && cvar("g_tourney_warmup_unlimited_time")) )
447         {
448                 // remember original timelimit on first restart
449                 if(!timelimit_orig)
450                         timelimit_orig = cvar("timelimit");
451                 //only set the new timelimit if, when loading the map, a timelimit was really set
452                 if(timelimit_orig)
453                         cvar_set("timelimit", ftos(timelimit_orig + ceil(restart_countdown)/60));
454         }
455         if(cvar("teamplay_lockonrestart") && teams_matter) {
456                 lockteams = 1;
457                 bprint("^1The teams are now locked.\n");
458         }
459         
460         //initiate the restart-countdown-announcer entity
461         restartAnnouncer = spawn();
462         restartAnnouncer.think = restartAnnouncer_Think;
463         restartAnnouncer.nextthink = time;
464         restartAnnouncer.cnt = RESTART_COUNTDOWN;
465         
466         //after a restart every players number of allowed timeouts gets reset, too
467         if(cvar("sv_timeout"))
468         {
469                 FOR_EACH_REALPLAYER(e)
470                 {
471                         e.allowedTimeouts = cvar("sv_timeout_number");
472                 }
473         }
474
475         //play the prepareforbattle sound to everyone
476         sound(world, CHAN_AUTO, "announcer/robotic/prepareforbattle.wav", 1, ATTN_NONE);
477
478         //reset map immediately if this cvar is not set
479         if (!cvar("sv_ready_restart_after_countdown"))
480         {
481                 reset_map();
482                 Score_ClearAll();
483         }
484         
485         if(cvar("sv_eventlog"))
486                 GameLogEcho(":restart", FALSE);
487 }
488
489 /**
490  * Centerprints the information to all players who didn't ready up yet to do so.
491  */
492 void readyNagger_Think() {
493         local entity plr;
494         if(self.cnt <= 0) { //have a break showing the ready nag
495                 //make sure that the old ready-nag-centerprint isn't shown too long:
496                 FOR_EACH_REALCLIENT(plr) {
497                         if(plr.classname == "player") {
498                                 if (!plr.ready)
499                                         centerprint_atprio(plr, CENTERPRIO_SPAM, "");
500                         }
501                 }
502                 self.cnt = cvar("sv_ready_restart_nag_duration");
503                 self.nextthink = time + cvar("sv_ready_restart_nag_interval");
504         }
505         else {
506                 //show the ready nagging to all players who aren't ready yet
507                 FOR_EACH_REALCLIENT(plr) {
508                         if(plr.classname == "player") {
509                                 if (!plr.ready) {
510                                         centerprint_atprio(plr, CENTERPRIO_SPAM, "^2Please ready up (F4 by default)!");
511                                         //play reminder sound once the centerprint appears for the first time after the pause:
512                                         if (self.cnt == cvar("sv_ready_restart_nag_duration"))
513                                                 play2(plr, "misc/talk2.wav");
514                                 }
515                         }
516                 }
517
518                 self.nextthink = time + 1;
519                 self.cnt -= 1;
520         }
521 }
522
523 /**
524  * Shows the restart countdown for all players.
525  * Plays the countdown sounds for the seconds 3, 2 1, begin for everyone.
526  * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown
527  * is set to 1).
528  */
529 void restartAnnouncer_Think() {
530         local entity plr;
531         local string s;
532         if(self.cnt <= 0) { //show the "Begin" message and
533                 if (cvar("sv_ready_restart_after_countdown")) {
534                         restart_mapalreadyrestarted = 1;
535                         reset_map();
536                 }
537
538                 FOR_EACH_REALCLIENT(plr) {
539                         if(plr.classname == "player") {
540                                 s = strcat(NEWLINES, "^1Begin!");
541                                 centerprint(plr, s);
542                         }
543                 }
544                 sound(world, CHAN_AUTO, "announcer/robotic/begin.wav", 1, ATTN_NONE);
545
546                 remove(self);
547                 return;
548         }
549         else {
550                 FOR_EACH_REALCLIENT(plr) {
551                         if(plr.classname == "player") {
552                                 s = strcat(NEWLINES, "^1Game starts in ", ftos(self.cnt), " seconds");
553                                 centerprint(plr, s);
554                         }
555                 }
556
557                 if(self.cnt <= 3) {
558                         sound(world, CHAN_AUTO, strcat("announcer/robotic/", ftos(self.cnt), ".ogg"), 1, ATTN_NONE);
559                 }
560                 self.nextthink = time + 1;
561                 self.cnt -= 1;
562         }
563 }
564
565 /**
566  * Checks whether the player who calls the timeout is allowed to do so.
567  * If so, it initializes the timeout countdown. It also checks whether another
568  * timeout was already running at this time and reacts correspondingly.
569  *
570  * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime,
571  *                          timeoutInitiator, timeoutStatus, timeoutHandler
572  *
573  * This function is called when a player issues the calltimeout command.
574  */
575 void evaluateTimeoutCall() {
576         if (g_tourney && !tourneyInMatchStage && !cvar("g_tourney_warmup_allow_timeout"))
577                 return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n");
578         if (time < restart_countdown )
579                 return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n");
580         if (timeoutStatus != 2) {
581                 //if the map uses a timelimit make sure that timeout cannot be called right before the map ends
582                 if (cvar("timelimit")) {
583                         //a timelimit was used
584                         local float myTl;
585                         if (cvar("timelimit"))
586                                 myTl = cvar("timelimit");
587                         else
588                                 myTl = timelimit_orig;
589
590                         local float lastPossibleTimeout;
591                         lastPossibleTimeout = (myTl*60) - cvar("sv_timeout_leadtime") - 1;
592
593                         if (lastPossibleTimeout < time)
594                                 return sprint(self, "^7Error: It is too late to call a timeout now!\n");
595                 }
596         }
597         //player may not call a timeout if he has no calls left
598         if (self.allowedTimeouts < 1)
599                 return sprint(self, "^7Error: You already used all your timeout calls for this map!\n");
600         //now all required checks are passed
601         self.allowedTimeouts -= 1;
602         bprint(self.netname, " ^7called a timeout (", ftos(self.allowedTimeouts), " timeouts left)!\n"); //write a bprint who started the timeout (and how many he has left)
603         remainingTimeoutTime = cvar("sv_timeout_length");
604         remainingLeadTime = cvar("sv_timeout_leadtime");
605         timeoutInitiator = self;
606         if (timeoutStatus == 0) { //if another timeout was already active, don't change its status (which was 1 or 2) to 1, only change it to 1 if no timeout was active yet
607                 timeoutStatus = 1;
608                 //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing
609                 timeoutHandler = spawn();
610                 timeoutHandler.think = timeoutHandler_Think;
611         }
612         timeoutHandler.nextthink = time; //always let the entity think asap
613
614         //inform all connected clients about the timeout call
615         sound(world, CHAN_AUTO, "announcer/robotic/timeoutcalled.wav", 1, ATTN_NONE);
616 }
617
618 /**
619  * Checks whether a player is allowed to resume the game. If he is allowed to do it,
620  * and the lead time for the timeout is still active, this countdown just will be aborted (the
621  * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding
622  * value of the cvar sv_timeout_resumetime.
623  *
624  * This function is called when a player issues the resumegame command.
625  */
626 void evaluateResumeGame() {
627         if (!timeoutStatus)
628                 return sprint(self, "^7Error: There is no active timeout which could be aborted!\n");
629         if (self != timeoutInitiator)
630                 return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n");
631         if (timeoutStatus == 1) {
632                 remainingTimeoutTime = timeoutStatus = 0;
633                 timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
634                 bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n"));
635         }
636         else if (timeoutStatus == 2) {
637                 //only shorten the remainingTimeoutTime if it makes sense
638                 if( remainingTimeoutTime > (cvar("sv_timeout_resumetime") + 1) ) {
639                         bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n"));
640                         remainingTimeoutTime = cvar("sv_timeout_resumetime");
641                         timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately
642                 }
643                 else
644                         sprint(self, "^7Error: Your resumegame call was discarded!\n");
645
646         }
647 }