]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/g_world.c
add csqc skeleton for Nexuiz
[divverent/nexuiz.git] / data / qcsrc / server / gamec / g_world.c
1
2 void worldspawn (void)
3 {
4
5         // Precache all player models
6         // Workaround for "invisible players"
7         precache_model("models/player/carni.zym");
8         precache_model("models/player/crash.zym");
9         precache_model("models/player/grunt.zym");
10         precache_model("models/player/headhunter.zym");
11         precache_model("models/player/insurrectionist.zym");
12         precache_model("models/player/jeandarc.zym");
13         precache_model("models/player/lurk.zym");
14         precache_model("models/player/lycanthrope.zym");
15         precache_model("models/player/marine.zym");
16         precache_model("models/player/nexus.zym");
17         precache_model("models/player/pyria.zym");
18         precache_model("models/player/shock.zym");
19         precache_model("models/player/skadi.zym");
20         precache_model("models/player/specop.zym");
21         precache_model("models/player/visitant.zym");
22
23         //precache_model ("progs/beam.mdl");
24         precache_model ("models/bullet.mdl");
25         precache_model ("models/casing_bronze.mdl");
26         precache_model ("models/casing_shell.mdl");
27         precache_model ("models/casing_steel.mdl");
28         precache_model ("models/ebomb.mdl");
29         precache_model ("models/elaser.mdl");
30         precache_model ("models/flash.md3");
31         precache_model ("models/gibs/bloodyskull.md3");
32         precache_model ("models/gibs/chunk.mdl");
33         precache_model ("models/gibs/eye.md3");
34         precache_model ("models/gibs/gib1.md3");
35         precache_model ("models/gibs/gib2.md3");
36         precache_model ("models/gibs/gib3.md3");
37         precache_model ("models/gibs/gib4.md3");
38         precache_model ("models/gibs/gib5.md3");
39         precache_model ("models/gibs/gib6.md3");
40         precache_model ("models/grenademodel.md3");
41         precache_model ("models/hagarmissile.mdl");
42         precache_model ("models/items/a_bullets.mdl");
43         precache_model ("models/items/a_cells.md3");
44         precache_model ("models/items/a_rockets.md3");
45         precache_model ("models/items/a_shells.md3");
46         precache_model ("models/items/g_a1.md3");
47         precache_model ("models/items/g_a25.md3");
48         precache_model ("models/items/g_h1.md3");
49         precache_model ("models/items/g_h25.md3");
50         precache_model ("models/items/g_h100.md3");
51         precache_model ("models/items/g_invincible.md3");
52         precache_model ("models/items/g_strength.md3");
53         precache_model ("models/laser.mdl");
54         precache_model ("models/misc/chatbubble.spr");
55         precache_model ("models/misc/teambubble.spr");
56         precache_model ("models/nexflash.md3");
57         precache_model ("models/plasma.mdl");
58         precache_model ("models/plasmatrail.mdl");
59         precache_model ("models/rocket.md3");
60         precache_model ("models/sprites/grenexpl.spr");
61         precache_model ("models/sprites/hagar.spr");
62         precache_model ("models/sprites/muzzleflash.spr32");
63         precache_model ("models/sprites/electrocombo.spr32");
64         //precache_model ("models/sprites/plasmahitwall.spr32");
65         //precache_model ("models/sprites/plasmashot.spr32");
66         precache_model ("models/sprites/rockexpl.spr");
67         precache_model ("models/tracer.mdl");
68         precache_model ("models/uziflash.md3");
69         precache_model ("models/weapons/g_crylink.md3");
70         precache_model ("models/weapons/g_electro.md3");
71         precache_model ("models/weapons/g_gl.md3");
72         precache_model ("models/weapons/g_hagar.md3");
73         precache_model ("models/weapons/g_nex.md3");
74         precache_model ("models/weapons/g_rl.md3");
75         precache_model ("models/weapons/g_shotgun.md3");
76         precache_model ("models/weapons/g_uzi.md3");
77         precache_model ("models/weapons/v_crylink.md3");
78         precache_model ("models/weapons/v_electro.md3");
79         precache_model ("models/weapons/v_gl.md3");
80         precache_model ("models/weapons/v_hagar.md3");
81         precache_model ("models/weapons/v_laser.md3");
82         precache_model ("models/weapons/v_nex.md3");
83         precache_model ("models/weapons/v_rl.md3");
84         precache_model ("models/weapons/v_shotgun.md3");
85         precache_model ("models/weapons/v_uzi.md3");
86         precache_model ("models/weapons/w_crylink.zym");
87         precache_model ("models/weapons/w_electro.zym");
88         precache_model ("models/weapons/w_gl.zym");
89         precache_model ("models/weapons/w_hagar.zym");
90         precache_model ("models/weapons/w_laser.zym");
91         precache_model ("models/weapons/w_nex.zym");
92         precache_model ("models/weapons/w_rl.zym");
93         precache_model ("models/weapons/w_shotgun.zym");
94         precache_model ("models/weapons/w_uzi.zym");
95
96         // laser for laser-guided weapons
97         precache_model ("models/laser_dot.mdl");
98
99         precache_sound ("misc/armor1.wav");
100         precache_sound ("misc/armor25.wav");
101         precache_sound ("misc/armorimpact.wav");
102         precache_sound ("misc/bodyimpact1.wav");
103         precache_sound ("misc/bodyimpact2.wav");
104         precache_sound ("misc/gib.wav");
105         precache_sound ("misc/gib_splat01.wav");
106         precache_sound ("misc/gib_splat02.wav");
107         precache_sound ("misc/gib_splat03.wav");
108         precache_sound ("misc/gib_splat04.wav");
109         //precache_sound ("misc/h2ohit.wav");
110         precache_sound ("misc/hit.wav");
111         precache_sound ("misc/footstep01.wav");
112         precache_sound ("misc/footstep02.wav");
113         precache_sound ("misc/footstep03.wav");
114         precache_sound ("misc/footstep04.wav");
115         precache_sound ("misc/footstep05.wav");
116         precache_sound ("misc/footstep06.wav");
117         precache_sound ("misc/hitground1.ogg");
118         precache_sound ("misc/hitground2.ogg");
119         precache_sound ("misc/hitground3.ogg");
120         precache_sound ("misc/hitground4.ogg");
121         precache_sound ("misc/itempickup.ogg");
122         precache_sound ("misc/itemrespawn.ogg");
123         precache_sound ("misc/jumppad.ogg");
124         precache_sound ("misc/mediumhealth.ogg");
125         precache_sound ("misc/megahealth.ogg");
126         precache_sound ("misc/minihealth.ogg");
127         precache_sound ("misc/powerup.ogg");
128         precache_sound ("misc/powerup_shield.ogg");
129         precache_sound ("misc/talk.wav");
130         precache_sound ("misc/teleport.ogg");
131         precache_sound ("plats/medplat1.wav");
132         precache_sound ("plats/medplat2.wav");
133         precache_sound ("player/lava.wav");
134         precache_sound ("player/slime.wav");
135         precache_sound ("weapons/crylink_fire.ogg");
136         precache_sound ("weapons/electro_bounce.ogg");
137         precache_sound ("weapons/electro_fire.ogg");
138         precache_sound ("weapons/electro_fire2.ogg");
139         precache_sound ("weapons/electro_fly.wav");
140         precache_sound ("weapons/electro_impact.ogg");
141         precache_sound ("weapons/electro_impact_combo.ogg");
142         precache_sound ("weapons/grenade_bounce.ogg");
143         precache_sound ("weapons/grenade_fire.ogg");
144         precache_sound ("weapons/grenade_impact.ogg");
145         precache_sound ("weapons/hagar_fire.ogg");
146         precache_sound ("weapons/hagexp1.ogg");
147         precache_sound ("weapons/hagexp2.ogg");
148         precache_sound ("weapons/hagexp3.ogg");
149         precache_sound ("weapons/hook_fire.ogg");
150         precache_sound ("weapons/hook_impact.ogg");
151         precache_sound ("weapons/lasergun_fire.ogg");
152         precache_sound ("weapons/laserimpact.ogg");
153         precache_sound ("weapons/nexfire.ogg");
154         precache_sound ("weapons/neximpact.ogg");
155         precache_sound ("weapons/ric1.ogg");
156         precache_sound ("weapons/ric2.ogg");
157         precache_sound ("weapons/ric3.ogg");
158         precache_sound ("weapons/rocket_fire.ogg");
159         precache_sound ("weapons/rocket_fly.wav");
160         precache_sound ("weapons/rocket_impact.ogg");
161         precache_sound ("weapons/shotgun_fire.ogg");
162         precache_sound ("weapons/tink1.ogg");
163         precache_sound ("weapons/uzi_fire.ogg");
164         precache_sound ("weapons/weapon_switch.ogg");
165         precache_sound ("weapons/weaponpickup.ogg");
166         precache_sound ("weapons/strength_fire.ogg");
167
168         //precache_sound ("announce/male/kill10.ogg");
169         //precache_sound ("announce/male/kill15.ogg");
170         //precache_sound ("announce/male/kill20.ogg");
171         //precache_sound ("announce/male/kill25.ogg");
172         //precache_sound ("announce/male/kill3.ogg");
173         //precache_sound ("announce/male/kill30.ogg");
174         //precache_sound ("announce/male/kill4.ogg");
175         //precache_sound ("announce/male/kill5.ogg");
176         //precache_sound ("announce/male/kill6.ogg");
177         //precache_sound ("announce/male/mapkill1.ogg");
178         //precache_sound ("announce/robotic/last_second_save.ogg");
179         //precache_sound ("announce/robotic/narrowly_averted.ogg");
180         //precache_sound ("minstagib/mockery.ogg");
181
182         // announcer sounds - male      
183         precache_sound ("announcer/male/03kills.ogg");  
184         precache_sound ("announcer/male/05kills.ogg");  
185         precache_sound ("announcer/male/10kills.ogg");  
186         precache_sound ("announcer/male/15kills.ogg");  
187         precache_sound ("announcer/male/20kills.ogg");  
188         precache_sound ("announcer/male/25kills.ogg");  
189         precache_sound ("announcer/male/30kills.ogg");  
190         precache_sound ("announcer/male/botlike.ogg");  
191         precache_sound ("announcer/male/electrobitch.ogg");     
192         precache_sound ("announcer/male/welcome.ogg");  
193         precache_sound ("announcer/male/yoda.ogg");     
194
195         // announcer sounds - robotic
196         precache_sound ("announcer/robotic/1fragleft.ogg");
197         precache_sound ("announcer/robotic/1minuteremains.ogg");
198         precache_sound ("announcer/robotic/2fragsleft.ogg");
199         precache_sound ("announcer/robotic/3fragsleft.ogg");
200         precache_sound ("announcer/robotic/lastsecond.ogg");
201         precache_sound ("announcer/robotic/narrowly.ogg");
202         
203         // plays music for the level if there is any
204         if (self.noise)
205         {
206                 precache_sound (self.noise);
207                 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);
208         }
209
210                 // 0 normal
211         lightstyle(0, "m");
212
213         // 1 FLICKER (first variety)
214         lightstyle(1, "mmnmmommommnonmmonqnmmo");
215
216         // 2 SLOW STRONG PULSE
217         lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
218
219         // 3 CANDLE (first variety)
220         lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
221
222         // 4 FAST STROBE
223         lightstyle(4, "mamamamamama");
224
225         // 5 GENTLE PULSE 1
226         lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
227
228         // 6 FLICKER (second variety)
229         lightstyle(6, "nmonqnmomnmomomno");
230
231         // 7 CANDLE (second variety)
232         lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
233
234         // 8 CANDLE (third variety)
235         lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
236
237         // 9 SLOW STROBE (fourth variety)
238         lightstyle(9, "aaaaaaaazzzzzzzz");
239
240         // 10 FLUORESCENT FLICKER
241         lightstyle(10, "mmamammmmammamamaaamammma");
242
243         // 11 SLOW PULSE NOT FADE TO BLACK
244         lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
245
246         // styles 32-62 are assigned by the light program for switchable lights
247
248         // 63 testing
249         lightstyle(63, "a");
250
251         player_count = 0;
252         lms_dead_count = 0;
253         lms_lowest_lives = 0;
254
255         InitGameplayMode();
256         //if (cvar("g_domination"))
257         //      dom_init();
258 }
259
260 void light (void)
261 {
262         makestatic (self);
263 }
264
265
266 // reads and alters data/maplist.cfg (sliding it one line), and returns a
267 // strzoned string containing the next map
268 string() Nex_RotateMapList =
269 {
270         local float lHandle;
271         local string lNextMap;
272         local string lCurrentMap;
273         local string lBuffer;
274
275         lHandle = fopen( "maplist.cfg", FILE_READ );
276         if( lHandle < 0 ) {
277                 fclose( lHandle );
278                 // restart the current map if no other map is not found
279                 return strzone( mapname );
280         }
281
282         // get the first line that will be moved to the end later
283         lCurrentMap = strzone( fgets( lHandle ) );
284         if( !lCurrentMap ) {
285                 fclose( lHandle );
286                 // restart the current map if no other map is not found
287                 return strzone( mapname );
288         }
289
290         // now get the second line which is the map that should be loaded next
291         lBuffer = fgets( lHandle );
292         // if there isnt a second line, nothing needs to be rotated
293         if( !lBuffer ) {
294                 fclose( lHandle );
295                 strunzone( lCurrentMap );
296                 // restart the current map if no other map is not found
297                 return strzone( mapname );
298         }
299
300         // since lBuffer holds the next map, it is assigned to nextmap
301         lNextMap = strzone( lBuffer );
302
303         // since fgets uses its own buffer we need to move lBuffer to a tempstring
304         // before reading the next line (or lBuffer will be lost)
305         lBuffer = strcat( lBuffer );
306
307         // read in the rest of the list
308         while( 1 )  {
309                 local string lLine;
310
311                 lLine = fgets( lHandle );
312                 if( !lLine ) {
313                         break;
314                 }
315
316                 lBuffer = strcat( lBuffer, "\n", lLine );
317         }
318         // rotate the list
319         lBuffer = strcat( lBuffer, "\n", lCurrentMap );
320
321         // dismiss lCurrentmap now
322         strunzone( lCurrentMap );
323
324         // and close the file handle
325         fclose( lHandle );
326
327         // open the maplist for output this one
328         lHandle = fopen( "maplist.cfg", FILE_WRITE );
329         if( lHandle < 0 ) {
330                 // this shouldnt happen!
331                 // print a warning/error message
332                 dprint( "Couldn't open ", "maplist.cfg", " for output!\n" );
333
334                 strunzone( lNextMap );
335
336                 // we return the currently running map
337                 return strzone( mapname );
338         }
339
340         fputs( lHandle, lBuffer );
341
342         fclose( lHandle );
343
344         return lNextMap;
345 };
346
347 void() GotoNextMap =
348 {
349         //local string nextmap;
350         //local float n, nummaps;
351         //local string s;
352         string exit_cfg;
353         if (alreadychangedlevel)
354                 return;
355         alreadychangedlevel = TRUE;
356
357         // if an exit cfg is defined by exiting map, exec it.
358         exit_cfg = cvar_string("exit_cfg");
359         if(exit_cfg != "")
360                 localcmd(strcat("exec \"", exit_cfg, "\"\n"));
361
362         ResetGameCvars();
363
364
365         if (cvar("lastlevel"))
366         {
367                 localcmd(strcat("set lastlevel 0\n"));
368                 localcmd(strcat("togglemenu\n"));
369         }
370         else if (cvar("samelevel")) // if samelevel is set, stay on same level
371         {
372                 localcmd(strcat("exec \"maps/", mapname, ".mapcfg\"\n"));
373                 //changelevel (mapname);
374         }
375         else
376         {
377                 // method 0
378                 local float lCurrent;
379                 local float lSize;
380
381                 lSize = tokenize( cvar_string( "g_maplist" ) );
382                 lCurrent = cvar( "g_maplist_index" );
383
384                 lCurrent = lCurrent + 1;
385                 if( lCurrent >= lSize ) {
386                         lCurrent = 0;
387                 }
388
389                 cvar_set( "g_maplist_index", ftos( lCurrent ) );
390
391
392                 localcmd(strcat("exec \"maps/", argv( lCurrent ), ".mapcfg\"\n"));
393                 //changelevel( argv( lCurrent ) );
394
395
396                 /*
397                 // method 1
398
399                 //local entity pos;
400                 local float fh;
401                 local string line;
402
403                 // restart current map if no cycle is found
404                 nextmap = strzone(mapname);
405                 fh = fopen("maplist.cfg", FILE_READ);
406                 if (fh >= 0)
407                 {
408                         while (1)
409                         {
410                                 line = fgets(fh);
411                                 if (nextmap == mapname)
412                                 {
413                                         strunzone(nextmap);
414                                         nextmap = strzone(line);
415                                 }
416                                 if (!line)
417                                         break;
418                                 if (line == mapname)
419                                 {
420                                         line = fgets(fh);
421                                         if (!line)
422                                                 break;
423                                         strunzone(nextmap);
424                                         nextmap = strzone(line);
425                                         break;
426                                 }
427                         }
428                         fclose(fh);
429                 }
430                 changelevel (nextmap);
431                 strunzone(nextmap);*/
432
433                 // method 2
434                 //nextmap = Nex_RotateMapList();
435                 //changelevel (nextmap);
436                 //strunzone (nextmap);
437                 // method 3
438                 /*
439                 s = cvar_string("g_maplist");
440                 nummaps = tokenize(s);
441                 // if no map list, restart current one
442                 nextmap = mapname;
443                 if (nummaps >= 1)
444                 {
445                         n = 0;
446                         while (n < nummaps)
447                         {
448                                 if (argv(n) == mapname)
449                                         break;
450                                 n = n + 1;
451                         }
452                         n = n + 1;
453                         if (n >= nummaps)
454                                 n = 0;
455                         nextmap = argv(n);
456                 }
457                 changelevel (nextmap);
458                 */
459         }
460 };
461
462
463 /*
464 ============
465 IntermissionThink
466
467 When the player presses attack or jump, change to the next level
468 ============
469 */
470 void() IntermissionThink =
471 {
472         if (time < intermission_exittime)
473                 return;
474
475         if (time < intermission_exittime + 10 && !self.button0 && !self.button1 && !self.button2 && !self.button3)
476                 return;
477
478         GotoNextMap ();
479 };
480
481 /*
482 ============
483 FindIntermission
484
485 Returns the entity to view from
486 ============
487 */
488 /*
489 entity() FindIntermission =
490 {
491         local   entity spot;
492         local   float cyc;
493
494 // look for info_intermission first
495         spot = find (world, classname, "info_intermission");
496         if (spot)
497         {       // pick a random one
498                 cyc = random() * 4;
499                 while (cyc > 1)
500                 {
501                         spot = find (spot, classname, "info_intermission");
502                         if (!spot)
503                                 spot = find (spot, classname, "info_intermission");
504                         cyc = cyc - 1;
505                 }
506                 return spot;
507         }
508
509 // then look for the start position
510         spot = find (world, classname, "info_player_start");
511         if (spot)
512                 return spot;
513
514 // testinfo_player_start is only found in regioned levels
515         spot = find (world, classname, "testplayerstart");
516         if (spot)
517                 return spot;
518
519 // then look for the start position
520         spot = find (world, classname, "info_player_deathmatch");
521         if (spot)
522                 return spot;
523
524         //objerror ("FindIntermission: no spot");
525         return world;
526 };
527 */
528
529 /*
530 ===============================================================================
531
532 RULES
533
534 ===============================================================================
535 */
536
537 /*
538 go to the next level for deathmatch
539 only called if a time or frag limit has expired
540 */
541 void() NextLevel =
542 {
543         gameover = TRUE;
544
545         intermission_running = 1;
546
547 // enforce a wait time before allowing changelevel
548         intermission_exittime = time + 5;
549
550         WriteByte (MSG_ALL, SVC_CDTRACK);
551         WriteByte (MSG_ALL, 3);
552         WriteByte (MSG_ALL, 3);
553
554         //pos = FindIntermission ();
555
556         other = find (world, classname, "player");
557         while (other != world)
558         {
559                 //other.nextthink = time + 0.5;
560                 other.takedamage = DAMAGE_NO;
561                 other.solid = SOLID_NOT;
562                 other.movetype = MOVETYPE_NONE;
563                 other.angles = other.v_angle;
564                 other.angles_x = other.angles_x * -1;
565                 /*
566                 if (pos != world);
567                 {
568                         other.modelindex = 0;
569                         other.weaponentity = world; // remove weapon model
570                         other.view_ofs = '0 0 0';
571                         other.angles = other.v_angle = pos.mangle;
572                         if (!other.angles)
573                         {
574                                 other.angles = other.v_angle = pos.angles;
575                                 other.v_angle_x = other.v_angle_x * -1;
576                         }
577                         other.fixangle = TRUE;          // turn this way immediately
578                         setorigin (other, pos.origin);
579                 }
580                 */
581                 other = find (other, classname, "player");
582         }
583
584         WriteByte (MSG_ALL, SVC_INTERMISSION);
585 };
586
587 /*
588 ============
589 CheckRules_Player
590
591 Exit deathmatch games upon conditions
592 ============
593 */
594 void() CheckRules_Player =
595 {
596         local float fraglimit;
597
598         if (gameover)   // someone else quit the game already
599                 return;
600
601         // fixme: don't check players; instead check dom_team and ctf_team entities
602
603         fraglimit = cvar("fraglimit");
604
605         if(!cvar("g_lms") && !(cvar("teamplay") && (cvar("deathmatch") || cvar("g_runematch"))))
606         {
607                 if (fraglimit && self.frags >= fraglimit)
608                 {
609                         NextLevel ();
610                         return;
611                 }
612         }
613 };
614
615 float checkrules_oneminutewarning;
616 float checkrules_leaderfrags;
617 entity checkrules_leader;
618 float tdm_max_score, tdm_old_score;
619
620 /*
621 ============
622 CheckRules_World
623
624 Exit deathmatch games upon conditions
625 ============
626 */
627 void() CheckRules_World =
628 {
629         local float timelimit;
630         local float fraglimit;
631         local float checkrules_oldleaderfrags;
632         local entity checkrules_oldleader;
633         local entity head;
634         
635         if (intermission_running)
636         if (time >= intermission_exittime + 60)
637         {
638                 GotoNextMap();
639                 return;
640         }
641
642         if (gameover)   // someone else quit the game already
643                 return;
644
645         timelimit = cvar("timelimit") * 60;
646         fraglimit = cvar("fraglimit");
647
648         if (timelimit && time >= timelimit)
649         {
650                 NextLevel ();
651                 return;
652         }
653
654         if (!checkrules_oneminutewarning && timelimit && time > timelimit - 60)
655         {
656                 checkrules_oneminutewarning = TRUE;
657                 sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
658         }
659
660         // last man camping winning conditions
661         if(cvar("g_lms"))
662         {
663                 local float clients;
664                 clients = player_count;// + bot_number + actualurrebots; // Whoever did this should read up on DP_SV_BOTCLIENT
665
666                 if(lms_dead_count < 0)
667                         lms_dead_count = 0;
668                 
669                 // goto next map if only one player is alive or 
670                 // if there is only one player as spectator (could happen with g_lms_join_anytime 1)
671                 if((clients > 1 && (clients - lms_dead_count) <= 1) || 
672                   (clients == 1 && lms_dead_count == 1))
673                         NextLevel();
674                 return;
675         }
676
677         if(cvar("teamplay") && (cvar("deathmatch") || cvar("g_runematch")) && fraglimit)
678         {
679                 team1_score = team2_score = team3_score = team4_score = 0;
680                 
681                 head = findchain(classname, "player");
682                 while (head)
683                 {
684                         if(head.team == COLOR_TEAM1)
685                                 team1_score += head.frags;
686                         else if(head.team == COLOR_TEAM2)
687                                 team2_score += head.frags;
688                         else if(head.team == COLOR_TEAM3)
689                                 team3_score += head.frags;
690                         else if(head.team == COLOR_TEAM4)
691                                 team4_score += head.frags;
692                         head = head.chain;
693                 }
694                 
695                 tdm_old_score = tdm_max_score;
696                 tdm_max_score = max(team1_score, team2_score, team3_score, team4_score);
697
698                 if(tdm_max_score >= fraglimit)
699                         NextLevel();
700
701                 if(tdm_max_score != tdm_old_score)
702                 {
703                         if(tdm_max_score == fraglimit - 1)
704                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
705                         else if(tdm_max_score == fraglimit - 2)
706                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
707                         else if(tdm_max_score == fraglimit - 3)
708                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
709                 }
710                 return;
711         }
712         
713         checkrules_oldleader = checkrules_leader;
714         checkrules_oldleaderfrags = checkrules_leaderfrags;
715         checkrules_leaderfrags = 0;
716         checkrules_leader = world;
717         head = findchain(classname, "player");
718         while (head)
719         {
720                 if (checkrules_leaderfrags < head.frags)
721                 {
722                         checkrules_leaderfrags = head.frags;
723                         checkrules_leader = head;
724                 }
725                 head = head.chain;
726         }
727         if (checkrules_leaderfrags <= 0)
728         {
729                 checkrules_leader = world;
730                 checkrules_leaderfrags = 0;
731         }
732         checkrules_leaderfrags = floor(checkrules_leaderfrags);
733         if (checkrules_leaderfrags != checkrules_oldleaderfrags)
734         {
735                 if (checkrules_leaderfrags == fraglimit - 1)
736                         sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
737                 else if (checkrules_leaderfrags == fraglimit - 2)
738                         sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
739                 else if (checkrules_leaderfrags == fraglimit - 3)
740                         sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
741         }
742 //      if (checkrules_leader != checkrules_oldleader)// && checkrules_leaderfrags > checkrules_oldleaderfrags)
743 //              bprint("^1",checkrules_leader.netname, " has taken the lead with ", ftos(checkrules_leaderfrags), " frags\n");
744 };