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thou shall precache
[divverent/nexuiz.git] / data / qcsrc / server / g_world.qc
1 string GetMapname();
2 void GotoNextMap();
3
4 void SetDefaultAlpha()
5 {
6         if(cvar("g_running_guns"))
7         {
8                 default_player_alpha = -1;
9                 default_weapon_alpha = +1;
10         }
11         else if(cvar("g_cloaked"))
12         {
13                 default_player_alpha = cvar("g_balance_cloaked_alpha");
14                 default_weapon_alpha = default_player_alpha;
15         }
16         else
17         {
18                 default_player_alpha = cvar("g_player_alpha");
19                 if(default_player_alpha <= 0)
20                         default_player_alpha = 1;
21                 default_weapon_alpha = default_player_alpha;
22         }
23 }
24
25 void fteqcc_testbugs()
26 {
27         float a, b;
28
29         if(!cvar("developer_fteqccbugs"))
30                 return;
31
32         dprint("*** fteqcc test: checking for bugs...\n");
33
34         a = 1;
35         b = 5;
36         if(sqrt(a) - sqrt(b - a) == 0)
37                 dprint("*** fteqcc test: found same-function-twice bug\n");
38         else
39                 dprint("*** fteqcc test: same-function-twice bug got FINALLY FIXED! HOORAY!\n");
40
41         world.frags = -10;
42         world.enemy = world;
43         world.enemy.frags += 10;
44         if(world.frags > 0.2 || world.frags < -0.2) // don't error out if it's just roundoff errors
45                 dprint("*** fteqcc test: found += bug\n");
46         else
47                 dprint("*** fteqcc test: += bug got FINALLY FIXED! HOORAY!\n");
48         world.frags = 0;
49 }
50
51 void GotoFirstMap()
52 {
53         if(cvar("_sv_init"))
54         {
55                 cvar_set("_sv_init", "0");
56                 tokenize(cvar_string("g_maplist"));
57                 if(argv(0) != GetMapname())
58                 {
59                         cvar_set("nextmap", argv(0));
60                         GotoNextMap();
61                 }
62         }
63 }
64
65 float world_already_spawned;
66 void worldspawn (void)
67 {
68         if(world_already_spawned)
69                 error("world already spawned - you may have EXACTLY ONE worldspawn!");
70         world_already_spawned = TRUE;
71         // Precache all player models
72         // Workaround for "invisible players"
73         precache_model("models/player/carni.zym");
74         precache_model("models/player/crash.zym");
75         precache_model("models/player/grunt.zym");
76         precache_model("models/player/headhunter.zym");
77         precache_model("models/player/insurrectionist.zym");
78         precache_model("models/player/jeandarc.zym");
79         precache_model("models/player/lurk.zym");
80         precache_model("models/player/lycanthrope.zym");
81         precache_model("models/player/marine.zym");
82         precache_model("models/player/nexus.zym");
83         precache_model("models/player/pyria.zym");
84         precache_model("models/player/shock.zym");
85         precache_model("models/player/skadi.zym");
86         precache_model("models/player/specop.zym");
87         precache_model("models/player/visitant.zym");
88
89         //precache_model ("progs/beam.mdl");
90         precache_model ("models/bullet.mdl");
91         precache_model ("models/casing_bronze.mdl");
92         precache_model ("models/casing_shell.mdl");
93         precache_model ("models/casing_steel.mdl");
94         precache_model ("models/ebomb.mdl");
95         precache_model ("models/elaser.mdl");
96         precache_model ("models/flash.md3");
97         precache_model ("models/gibs/bloodyskull.md3");
98         precache_model ("models/gibs/chunk.mdl");
99         precache_model ("models/gibs/eye.md3");
100         precache_model ("models/gibs/gib1.md3");
101         //precache_model ("models/gibs/gib2.md3");
102         //precache_model ("models/gibs/gib3.md3");
103         //precache_model ("models/gibs/gib4.md3");
104         precache_model ("models/gibs/gib5.md3");
105         //precache_model ("models/gibs/gib6.md3");
106         precache_model ("models/gibs/gib1.mdl");
107         precache_model ("models/gibs/gib2.mdl");
108         precache_model ("models/gibs/gib3.mdl");
109         precache_model ("models/grenademodel.md3");
110         precache_model ("models/hagarmissile.mdl");
111         precache_model ("models/items/a_bullets.mdl");
112         precache_model ("models/items/a_cells.md3");
113         precache_model ("models/items/a_rockets.md3");
114         precache_model ("models/items/a_shells.md3");
115         precache_model ("models/items/g_a1.md3");
116         precache_model ("models/items/g_a25.md3");
117         precache_model ("models/items/g_h1.md3");
118         precache_model ("models/items/g_h25.md3");
119         precache_model ("models/items/g_h100.md3");
120         precache_model ("models/items/g_invincible.md3");
121         precache_model ("models/items/g_strength.md3");
122         precache_model ("models/laser.mdl");
123         precache_model ("models/misc/chatbubble.spr");
124         precache_model ("models/misc/teambubble.spr");
125         precache_model ("models/nexflash.md3");
126         precache_model ("models/plasma.mdl");
127         precache_model ("models/plasmatrail.mdl");
128         precache_model ("models/rocket.md3");
129         //precache_model ("models/sprites/grenexpl.spr");
130         precache_model ("models/runematch/rune.mdl");
131         precache_model ("models/runematch/curse.mdl");
132         //precache_model ("models/sprites/hagar.spr");
133         //precache_model ("models/sprites/muzzleflash.spr32");
134         //precache_model ("models/sprites/electrocombo.spr32");
135         //precache_model ("models/sprites/plasmahitwall.spr32");
136         //precache_model ("models/sprites/plasmashot.spr32");
137         //precache_model ("models/sprites/rockexpl.spr");
138         precache_model ("models/tracer.mdl");
139         precache_model ("models/uziflash.md3");
140         precache_model ("models/weapons/g_crylink.md3");
141         precache_model ("models/weapons/g_electro.md3");
142         precache_model ("models/weapons/g_gl.md3");
143         precache_model ("models/weapons/g_hagar.md3");
144         precache_model ("models/weapons/g_nex.md3");
145         precache_model ("models/weapons/g_rl.md3");
146         precache_model ("models/weapons/g_shotgun.md3");
147         precache_model ("models/weapons/g_uzi.md3");
148         precache_model ("models/weapons/v_crylink.md3");
149         precache_model ("models/weapons/v_electro.md3");
150         precache_model ("models/weapons/v_gl.md3");
151         precache_model ("models/weapons/v_hagar.md3");
152         precache_model ("models/weapons/v_laser.md3");
153         precache_model ("models/weapons/v_nex.md3");
154         precache_model ("models/weapons/v_rl.md3");
155         precache_model ("models/weapons/v_shotgun.md3");
156         precache_model ("models/weapons/v_uzi.md3");
157         precache_model ("models/weapons/w_crylink.zym");
158         precache_model ("models/weapons/w_electro.zym");
159         precache_model ("models/weapons/w_gl.zym");
160         precache_model ("models/weapons/w_hagar.zym");
161         precache_model ("models/weapons/w_laser.zym");
162         precache_model ("models/weapons/w_nex.zym");
163         precache_model ("models/weapons/w_rl.zym");
164         precache_model ("models/weapons/w_shotgun.zym");
165         precache_model ("models/weapons/w_uzi.zym");
166
167         // laser for laser-guided weapons
168         precache_model ("models/laser_dot.mdl");
169
170         precache_sound ("misc/null.wav");
171         precache_sound ("misc/armor1.wav");
172         precache_sound ("misc/armor25.wav");
173         precache_sound ("misc/armorimpact.wav");
174         precache_sound ("misc/bodyimpact1.wav");
175         precache_sound ("misc/bodyimpact2.wav");
176         precache_sound ("misc/gib.wav");
177         precache_sound ("misc/gib_splat01.wav");
178         precache_sound ("misc/gib_splat02.wav");
179         precache_sound ("misc/gib_splat03.wav");
180         precache_sound ("misc/gib_splat04.wav");
181         //precache_sound ("misc/h2ohit.wav");
182         precache_sound ("misc/hit.wav");
183         precache_sound ("misc/footstep01.wav");
184         precache_sound ("misc/footstep02.wav");
185         precache_sound ("misc/footstep03.wav");
186         precache_sound ("misc/footstep04.wav");
187         precache_sound ("misc/footstep05.wav");
188         precache_sound ("misc/footstep06.wav");
189         precache_sound ("misc/hitground1.ogg");
190         precache_sound ("misc/hitground2.ogg");
191         precache_sound ("misc/hitground3.ogg");
192         precache_sound ("misc/hitground4.ogg");
193         precache_sound ("misc/itempickup.ogg");
194         precache_sound ("misc/itemrespawn.ogg");
195         precache_sound ("misc/jumppad.ogg");
196         precache_sound ("misc/mediumhealth.ogg");
197         precache_sound ("misc/megahealth.ogg");
198         precache_sound ("misc/minihealth.ogg");
199         precache_sound ("misc/powerup.ogg");
200         precache_sound ("misc/powerup_shield.ogg");
201         precache_sound ("misc/talk.wav");
202         precache_sound ("misc/teleport.ogg");
203         precache_sound ("plats/medplat1.wav");
204         precache_sound ("plats/medplat2.wav");
205         precache_sound ("player/lava.wav");
206         precache_sound ("player/slime.wav");
207         precache_sound ("weapons/crylink_fire.ogg");
208         precache_sound ("weapons/electro_bounce.ogg");
209         precache_sound ("weapons/electro_fire.ogg");
210         precache_sound ("weapons/electro_fire2.ogg");
211         precache_sound ("weapons/electro_fly.wav");
212         precache_sound ("weapons/electro_impact.ogg");
213         precache_sound ("weapons/electro_impact_combo.ogg");
214         //precache_sound ("weapons/grenade_bounce.ogg");
215         precache_sound ("weapons/grenade_bounce1.ogg");
216         precache_sound ("weapons/grenade_bounce2.ogg");
217         precache_sound ("weapons/grenade_bounce3.ogg");
218         precache_sound ("weapons/grenade_bounce4.ogg");
219         precache_sound ("weapons/grenade_bounce5.ogg");
220         precache_sound ("weapons/grenade_bounce6.ogg");
221         precache_sound ("weapons/grenade_fire.ogg");
222         precache_sound ("weapons/grenade_impact.ogg");
223         precache_sound ("weapons/hagar_fire.ogg");
224         precache_sound ("weapons/hagexp1.ogg");
225         precache_sound ("weapons/hagexp2.ogg");
226         precache_sound ("weapons/hagexp3.ogg");
227         precache_sound ("weapons/hook_fire.ogg");
228         precache_sound ("weapons/hook_impact.ogg");
229         precache_sound ("weapons/lasergun_fire.ogg");
230         precache_sound ("weapons/laserimpact.ogg");
231         precache_sound ("weapons/nexfire.ogg");
232         precache_sound ("weapons/neximpact.ogg");
233         precache_sound ("weapons/ric1.ogg");
234         precache_sound ("weapons/ric2.ogg");
235         precache_sound ("weapons/ric3.ogg");
236         precache_sound ("weapons/rocket_fire.ogg");
237         precache_sound ("weapons/rocket_fly.wav");
238         precache_sound ("weapons/rocket_impact.ogg");
239         precache_sound ("weapons/rocket_det.ogg");
240         precache_sound ("weapons/shotgun_fire.ogg");
241         precache_sound ("weapons/tink1.ogg");
242         precache_sound ("weapons/uzi_fire.ogg");
243         precache_sound ("weapons/weapon_switch.ogg");
244         precache_sound ("weapons/weaponpickup.ogg");
245         precache_sound ("weapons/strength_fire.ogg");
246
247         //precache_sound ("announce/male/kill10.ogg");
248         //precache_sound ("announce/male/kill15.ogg");
249         //precache_sound ("announce/male/kill20.ogg");
250         //precache_sound ("announce/male/kill25.ogg");
251         //precache_sound ("announce/male/kill3.ogg");
252         //precache_sound ("announce/male/kill30.ogg");
253         //precache_sound ("announce/male/kill4.ogg");
254         //precache_sound ("announce/male/kill5.ogg");
255         //precache_sound ("announce/male/kill6.ogg");
256         //precache_sound ("announce/male/mapkill1.ogg");
257         //precache_sound ("announce/robotic/last_second_save.ogg");
258         //precache_sound ("announce/robotic/narrowly_averted.ogg");
259         //precache_sound ("minstagib/mockery.ogg");
260
261         // announcer sounds - male
262         precache_sound ("announcer/male/03kills.ogg");
263         precache_sound ("announcer/male/05kills.ogg");
264         precache_sound ("announcer/male/10kills.ogg");
265         precache_sound ("announcer/male/15kills.ogg");
266         precache_sound ("announcer/male/20kills.ogg");
267         precache_sound ("announcer/male/25kills.ogg");
268         precache_sound ("announcer/male/30kills.ogg");
269         precache_sound ("announcer/male/botlike.ogg");
270         precache_sound ("announcer/male/electrobitch.ogg");
271         precache_sound ("announcer/male/welcome.ogg");
272         precache_sound ("announcer/male/yoda.ogg");
273
274         // announcer sounds - robotic
275         precache_sound ("announcer/robotic/1fragleft.ogg");
276         precache_sound ("announcer/robotic/1minuteremains.ogg");
277         precache_sound ("announcer/robotic/2fragsleft.ogg");
278         precache_sound ("announcer/robotic/3fragsleft.ogg");
279         precache_sound ("announcer/robotic/lastsecond.ogg");
280         precache_sound ("announcer/robotic/narrowly.ogg");
281
282         // plays music for the level if there is any
283         if (self.noise)
284         {
285                 precache_sound (self.noise);
286                 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);
287         }
288
289                 // 0 normal
290         lightstyle(0, "m");
291
292         // 1 FLICKER (first variety)
293         lightstyle(1, "mmnmmommommnonmmonqnmmo");
294
295         // 2 SLOW STRONG PULSE
296         lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
297
298         // 3 CANDLE (first variety)
299         lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
300
301         // 4 FAST STROBE
302         lightstyle(4, "mamamamamama");
303
304         // 5 GENTLE PULSE 1
305         lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
306
307         // 6 FLICKER (second variety)
308         lightstyle(6, "nmonqnmomnmomomno");
309
310         // 7 CANDLE (second variety)
311         lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
312
313         // 8 CANDLE (third variety)
314         lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
315
316         // 9 SLOW STROBE (fourth variety)
317         lightstyle(9, "aaaaaaaazzzzzzzz");
318
319         // 10 FLUORESCENT FLICKER
320         lightstyle(10, "mmamammmmammamamaaamammma");
321
322         // 11 SLOW PULSE NOT FADE TO BLACK
323         lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
324
325         // styles 32-62 are assigned by the light program for switchable lights
326
327         // 63 testing
328         lightstyle(63, "a");
329
330         player_count = 0;
331         lms_dead_count = 0;
332         lms_lowest_lives = 0;
333         lms_next_place = 0;
334
335         GotoFirstMap();
336
337         if(cvar("g_campaign"))
338                 CampaignPreInit();
339
340         InitGameplayMode();
341         //if (cvar("g_domination"))
342         //      dom_init();
343
344         local entity head;
345         head = nextent(world);
346         maxclients = 0;
347         while(head)
348         {
349                 maxclients++;
350                 head = nextent(head);
351         }
352
353         GameLogInit(); // prepare everything
354         if(cvar("sv_eventlog"))
355         {
356                 local string s;
357                 GameLogEcho(":logversion:2", FALSE);
358                 s = strcat(cvar_string("sv_eventlog_files_counter"), ".");
359                 s = strcat(s, ftos(random()));
360                 GameLogEcho(strcat(":gamestart:", GetMapname(), ":", s), FALSE);
361                 s = ":gameinfo:mutators:LIST";
362                 if(cvar("g_grappling_hook"))
363                         s = strcat(s, ":grappling_hook");
364                 if(!cvar("g_use_ammunition"))
365                         s = strcat(s, ":no_use_ammunition");
366                 if(!cvar("g_pickup_items"))
367                         s = strcat(s, ":no_pickup_items");
368                 if(cvar("g_instagib"))
369                         s = strcat(s, ":instagib");
370                 if(cvar("g_rocketarena"))
371                         s = strcat(s, ":rockerarena");
372                 if(cvar("g_nixnex"))
373                         s = strcat(s, ":nixnex");
374                 if(cvar("g_vampire"))
375                         s = strcat(s, ":vampire");
376                 if(cvar("g_laserguided_missile"))
377                         s = strcat(s, ":laserguided_missile");
378                 if(cvar("g_norecoil"))
379                         s = strcat(s, ":norecoil");
380                 if(cvar("g_midair"))
381                         s = strcat(s, ":midair");
382                 if(cvar("g_minstagib"))
383                         s = strcat(s, ":minstagib");
384                 GameLogEcho(s, FALSE);
385                 GameLogEcho(":gameinfo:end", FALSE);
386         }
387
388         cvar_set("nextmap", "");
389
390         SetDefaultAlpha();
391
392         if(cvar("g_campaign"))
393                 CampaignPostInit();
394
395         fteqcc_testbugs();
396 }
397
398 void light (void)
399 {
400         makestatic (self);
401 }
402
403 float( string pFilename ) TryFile =
404 {
405         local float lHandle;
406         dprint("TryFile(\"", pFilename, "\")\n");
407         lHandle = fopen( pFilename, FILE_READ );
408         if( lHandle != -1 ) {
409                 fclose( lHandle );
410                 return TRUE;
411         } else {
412                 return FALSE;
413         }
414 };
415
416 string GetMapname()
417 {
418         if (game == GAME_DEATHMATCH)
419                 return strcat("dm_", mapname);
420         else if (game == GAME_TEAM_DEATHMATCH)
421                 return strcat("tdm_", mapname);
422         else if (game == GAME_DOMINATION)
423                 return strcat("dom_", mapname);
424         else if (game == GAME_CTF)
425                 return strcat("ctf_", mapname);
426         else if (game == GAME_RUNEMATCH)
427                 return strcat("rune_", mapname);
428         else if (game == GAME_LMS)
429                 return strcat("lms_", mapname);
430         return strcat("dm_", mapname);
431 }
432
433 float Map_Count, Map_Current;
434
435 // NOTE: this now expects the map list to be already tokenize()d and the count in Map_Count
436 float GetMaplistPosition()
437 {
438         float pos;
439         string map;
440
441         map = GetMapname();
442         for(pos = 0; pos < Map_Count; ++pos)
443                 if(map == argv(pos))
444                         return pos;
445
446         // resume normal maplist rotation if current map is not in g_maplist
447         return cvar("g_maplist_index");
448 }
449
450 float MapHasRightSize(string map)
451 {
452         // open map size restriction file
453         float fh;
454         dprint("opensize "); dprint(map);
455         fh = fopen(strcat("maps/", map, ".sizes"), FILE_READ);
456         if(fh >= 0)
457         {
458                 float mapmin, mapmax;
459                 dprint(": ok, ");
460                 mapmin = stof(fgets(fh));
461                 mapmax = stof(fgets(fh));
462                 fclose(fh);
463                 if(player_count < mapmin)
464                 {
465                         dprint("not enough\n");
466                         return FALSE;
467                 }
468                 if(player_count > mapmax)
469                 {
470                         dprint("too many\n");
471                         return FALSE;
472                 }
473                 dprint("right size\n");
474                 return TRUE;
475         }
476         dprint(": not found\n");
477         return TRUE;
478 }
479
480 string Map_Filename(float position)
481 {
482         return strcat("maps/", argv(position), ".mapcfg");
483 }
484
485 float(float position, float pass) Map_Check =
486 {
487         string filename;
488         filename = Map_Filename(position);
489         if(TryFile(filename))
490         {
491                 if(pass == 2)
492                         return 1;
493                 if(MapHasRightSize(argv(position)))
494                         return 1;
495                 return 0;
496         }
497         else
498                 dprint( "Couldn't find '", filename, "'..\n" );
499
500         return 0;
501 }
502
503 void(float position) Map_Goto =
504 {
505         cvar_set("g_maplist_index", ftos(position));
506         localcmd(strcat("exec \"", Map_Filename(position) ,"\"\n"));
507 }
508
509 // return codes of map selectors:
510 //   -1 = temporary failure (that is, try some method that is guaranteed to succeed)
511 //   -2 = permanent failure
512 float() MaplistMethod_Iterate = // usual method
513 {
514         float pass, i;
515
516         for(pass = 1; pass <= 2; ++pass)
517         {
518                 for(i = 1; i < Map_Count; ++i)
519                 {
520                         float mapindex;
521                         mapindex = math_mod(i + Map_Current, Map_Count);
522                         if(Map_Check(mapindex, pass))
523                                 return mapindex;
524                 }
525         }
526         return -1;
527 }
528
529 float() MaplistMethod_Repeat = // fallback method
530 {
531         if(Map_Check(Map_Current, 2))
532                 return Map_Current;
533         return -2;
534 }
535
536 float() MaplistMethod_Random = // random map selection
537 {
538         float i, imax;
539
540         imax = 42;
541
542         for(i = 0; i <= imax; ++i)
543         {
544                 float mapindex;
545                 mapindex = math_mod(Map_Current + ceil(random() * (Map_Count - 1)), Map_Count); // any OTHER map
546                 if(Map_Check(mapindex, 1))
547                         return mapindex;
548         }
549         return -1;
550 }
551
552 float(float exponent) MaplistMethod_Shuffle = // more clever shuffling
553 // the exponent sets a bias on the map selection:
554 // the higher the exponent, the 
555 {
556         float i, j, imax, insertpos;
557
558         imax = 42;
559
560         if(Map_Count <= 1)
561                 return 0; // only one map, then always play this one
562
563         for(i = 0; i <= imax; ++i)
564         {
565                 string newlist;
566
567                 // now reinsert this at another position
568                 insertpos = pow(random(), 1 / exponent);       // ]0, 1]
569                 insertpos = insertpos * (Map_Count - 1);       // ]0, Map_Count - 1]
570                 insertpos = ceil(insertpos) + 1;               // {2, 3, 4, ..., Map_Count}
571                 dprint("SHUFFLE: insert pos = ", ftos(insertpos), "\n");
572
573                 // insert the current map there
574                 newlist = "";
575                 for(j = 1; j < insertpos; ++j)                 // i == 1: no loop, will be inserted as first; however, i == 1 has been excluded above
576                         newlist = strcat(newlist, "'", argv(j), "'");
577                 newlist = strcat(newlist, "'", argv(0), "'");  // now insert the just selected map
578                 for(j = insertpos; j < Map_Count; ++j)         // i == Map_Count: no loop, has just been inserted as last
579                         newlist = strcat(newlist, "'", argv(j), "'");
580                 cvar_set("g_maplist", newlist);
581                 Map_Count = tokenize(newlist);
582
583                 // NOTE: the selected map has just been inserted at (insertpos-1)th position
584                 Map_Current = insertpos - 1; // this is not really valid, but this way the fallback has a chance of working
585                 if(Map_Check(Map_Current, 1))
586                         return Map_Current;
587         }
588         return -1;
589 }
590
591 void() Maplist_Init =
592 {
593         string temp;
594         temp = cvar_string("g_maplist");
595         Map_Count = tokenize(temp);
596         if(Map_Count == 0)
597         {
598                 bprint( "Maplist is empty!  Resetting it to default map list.\n" );
599                 cvar_set("g_maplist", temp = cvar_string("g_maplist_defaultlist"));
600                 Map_Count = tokenize(temp);
601         }
602         if(Map_Count == 0)
603                 error("empty maplist, cannot select a new map");
604         Map_Current = bound(0, GetMaplistPosition(), Map_Count - 1);
605 }
606
607 void() GotoNextMap =
608 {
609         //local string nextmap;
610         //local float n, nummaps;
611         //local string s;
612         string exit_cfg;
613         if (alreadychangedlevel)
614                 return;
615         alreadychangedlevel = TRUE;
616
617         if(cvar("g_campaign"))
618         {
619                 CampaignPostIntermission();
620                 return;
621         }
622
623         if (cvar("samelevel")) // if samelevel is set, stay on same level
624         {
625                 // 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)
626                 //localcmd(strcat("exec \"maps/", mapname, ".mapcfg\"\n"));
627                 // so instead just restart the current map using the restart command (DOES NOT WORK PROPERLY WITH exit_cfg STUFF)
628                 localcmd("restart\n");
629                 //changelevel (mapname);
630                 return;
631         }
632
633         // if an exit cfg is defined by exiting map, exec it.
634         exit_cfg = cvar_string("exit_cfg");
635         if(exit_cfg != "")
636                 localcmd(strcat("exec \"", exit_cfg, "\"\n"));
637
638         localcmd("exec game_reset.cfg\n");
639
640
641         if (cvar("lastlevel"))
642         {
643                 localcmd(strcat("set lastlevel 0\n"));
644                 localcmd(strcat("togglemenu\n"));
645         }
646         else
647         {
648                 float nextMap;
649                 float allowReset;
650
651                 // cvar "nextmap" always gets priority
652                 if(TryFile(strcat("maps/", cvar_string("nextmap"), ".mapcfg")))
653                 {
654                         localcmd(strcat("exec \"maps/", cvar_string("nextmap"), ".mapcfg\"\n"));
655                         return;
656                 }
657
658                 for(allowReset = 1; allowReset >= 0; --allowReset)
659                 {
660                         Maplist_Init();
661                         nextMap = -1;
662
663                         if(nextMap == -1)
664                                 if(cvar("g_maplist_shuffle") > 0)
665                                         nextMap = MaplistMethod_Shuffle(cvar("g_maplist_shuffle") + 1);
666
667                         if(nextMap == -1)
668                                 if(cvar("g_maplist_selectrandom"))
669                                         nextMap = MaplistMethod_Random();
670
671                         if(nextMap == -1)
672                                 nextMap = MaplistMethod_Iterate();
673
674                         if(nextMap == -1)
675                                 nextMap = MaplistMethod_Repeat();
676
677                         if(nextMap >= 0)
678                         {
679                                 Map_Goto(nextMap);
680                                 break;
681                         }
682                         else // PERMANENT FAILURE
683                         {
684                                 if(allowReset)
685                                 {
686                                         bprint( "Maplist contains no single playable map!  Resetting it to default map list.\n" );
687                                         cvar_set("g_maplist", cvar_string("g_maplist_defaultlist"));
688                                 }
689                                 else
690                                 {
691                                         error("Everything is broken - not even the default map list works. Please report this to the developers.");
692                                 }
693                         }
694                 }
695         }
696 };
697
698
699 /*
700 ============
701 IntermissionThink
702
703 When the player presses attack or jump, change to the next level
704 ============
705 */
706 void() IntermissionThink =
707 {
708         if(cvar("sv_autoscreenshot"))
709         if(self.cnt > time)
710         {
711                 self.cnt = FALSE;
712                 if(clienttype(self) == CLIENTTYPE_REAL)
713                         stuffcmd(self, "screenshot\necho \"^5A screenshot has been taken at request of the server.\"\n");
714                 return;
715         }
716
717         if (time < intermission_exittime)
718                 return;
719
720         if (time < intermission_exittime + 10 && !self.button0 && !self.button1 && !self.button2 && !self.button3)
721                 return;
722
723         GotoNextMap ();
724 };
725
726 /*
727 ============
728 FindIntermission
729
730 Returns the entity to view from
731 ============
732 */
733 /*
734 entity() FindIntermission =
735 {
736         local   entity spot;
737         local   float cyc;
738
739 // look for info_intermission first
740         spot = find (world, classname, "info_intermission");
741         if (spot)
742         {       // pick a random one
743                 cyc = random() * 4;
744                 while (cyc > 1)
745                 {
746                         spot = find (spot, classname, "info_intermission");
747                         if (!spot)
748                                 spot = find (spot, classname, "info_intermission");
749                         cyc = cyc - 1;
750                 }
751                 return spot;
752         }
753
754 // then look for the start position
755         spot = find (world, classname, "info_player_start");
756         if (spot)
757                 return spot;
758
759 // testinfo_player_start is only found in regioned levels
760         spot = find (world, classname, "testplayerstart");
761         if (spot)
762                 return spot;
763
764 // then look for the start position
765         spot = find (world, classname, "info_player_deathmatch");
766         if (spot)
767                 return spot;
768
769         //objerror ("FindIntermission: no spot");
770         return world;
771 };
772 */
773
774 /*
775 ===============================================================================
776
777 RULES
778
779 ===============================================================================
780 */
781
782 void() DumpStats =
783 {
784         local float file;
785         local string s;
786
787         if(cvar("_printstats"))
788                 cvar_set("_printstats", "0");
789         else if(!gameover)
790                 return;
791
792         if(gameover)
793                 s = ":scores:";
794         else
795                 s = ":status:";
796
797         s = strcat(s, GetMapname(), ":", ftos(rint(time)));
798
799         if(cvar("sv_eventlog") && gameover)
800                 GameLogEcho(s, FALSE);
801         else if(cvar("sv_logscores_console"))
802                 ServerConsoleEcho(s, FALSE);
803         if(cvar("sv_logscores_file"))
804         {
805                 file = fopen(cvar_string("sv_logscores_filename"), FILE_APPEND);
806                 fputs(file, strcat(s, "\n"));
807         }
808
809         other = findchainflags(flags, FL_CLIENT);
810         while (other)
811         {
812                 if ((clienttype(other) == CLIENTTYPE_REAL) || (clienttype(other) == CLIENTTYPE_BOT && cvar("sv_logscores_bots")))
813                 {
814                         s = strcat(":player:", ftos(other.frags), ":");
815                         s = strcat(s, ftos(other.deaths), ":");
816                         s = strcat(s, ftos(rint(time - other.jointime)), ":");
817                         s = strcat(s, ftos(other.team), ":");
818
819                         if(cvar("sv_logscores_file"))
820                                 fputs(file, strcat(s, other.netname, "\n"));
821                         if(cvar("sv_eventlog") && gameover)
822                                 GameLogEcho(strcat(s, ftos(other.playerid), ":", other.netname), TRUE);
823                         else if(cvar("sv_logscores_console"))
824                                 ServerConsoleEcho(strcat(s, other.netname), TRUE);
825                 }
826                 other = other.chain;
827         }
828
829         if(cvar("sv_eventlog") && gameover)
830                 GameLogEcho(":end", FALSE);
831         else if(cvar("sv_logscores_console"))
832                 ServerConsoleEcho(":end", FALSE);
833         if(cvar("sv_logscores_file"))
834         {
835                 fputs(file, ":end\n");
836                 fclose(file);
837         }
838 }
839
840
841 /*
842 go to the next level for deathmatch
843 only called if a time or frag limit has expired
844 */
845 void() NextLevel =
846 {
847         gameover = TRUE;
848
849         intermission_running = 1;
850
851 // enforce a wait time before allowing changelevel
852         if(player_count > 0)
853                 intermission_exittime = time + cvar("sv_mapchange_delay");
854         else
855                 intermission_exittime = -60;
856
857         WriteByte (MSG_ALL, SVC_CDTRACK);
858         WriteByte (MSG_ALL, 3);
859         WriteByte (MSG_ALL, 3);
860
861         //pos = FindIntermission ();
862
863         VoteReset();
864
865         DumpStats();
866
867         if(cvar("sv_eventlog"))
868                 GameLogEcho(":gameover", FALSE);
869
870         GameLogClose();
871
872         other = findchainflags(flags, FL_CLIENT);
873         while (other != world)
874         {
875                 //other.nextthink = time + 0.5;
876                 other.takedamage = DAMAGE_NO;
877                 other.solid = SOLID_NOT;
878                 other.movetype = MOVETYPE_NONE;
879                 other.angles = other.v_angle;
880                 other.angles_x = other.angles_x * -1;
881                 other.cnt = time + 0.5; // used for autoscreenshot
882
883                 self = other;
884
885                 if(other.winning)
886                         bprint(strcat(other.netname, " ^7wins.\n"));
887
888                 /*
889                 if (pos != world);
890                 {
891                         other.modelindex = 0;
892                         other.weaponentity = world; // remove weapon model
893                         other.view_ofs = '0 0 0';
894                         other.angles = other.v_angle = pos.mangle;
895                         if (!other.angles)
896                         {
897                                 other.angles = other.v_angle = pos.angles;
898                                 other.v_angle_x = other.v_angle_x * -1;
899                         }
900                         other.fixangle = TRUE;          // turn this way immediately
901                         setorigin (other, pos.origin);
902                 }
903                 */
904                 other = other.chain;
905         }
906
907         if(cvar("g_campaign"))
908                 CampaignPreIntermission();
909
910         WriteByte (MSG_ALL, SVC_INTERMISSION);
911 };
912
913 /*
914 ============
915 CheckRules_Player
916
917 Exit deathmatch games upon conditions
918 ============
919 */
920 void() CheckRules_Player =
921 {
922         if (gameover)   // someone else quit the game already
923                 return;
924
925         // fixme: don't check players; instead check dom_team and ctf_team entities
926         //   (div0: and that in CheckRules_World please)
927         centermsg_check();
928 };
929
930 float checkrules_oneminutewarning;
931 float checkrules_leaderfrags;
932 float tdm_max_score, tdm_old_score;
933
934 float checkrules_equality;
935 float checkrules_overtimewarning;
936 float checkrules_overtimeend;
937
938 void() InitiateOvertime =
939 {
940         if(!checkrules_overtimeend)
941                 checkrules_overtimeend = time + 60 * cvar("timelimit_maxovertime");
942 }
943
944 float WINNING_NO = 0; // no winner, but time limits may terminate the game
945 float WINNING_YES = 1; // winner found
946 float WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
947 float WINNING_STARTOVERTIME = 3; // no winner, enter overtime NOW
948
949 float(float fraglimitreached, float equality) GetWinningCode =
950 {
951         if(equality)
952                 if(fraglimitreached)
953                         return WINNING_STARTOVERTIME;
954                 else
955                         return WINNING_NEVER;
956         else
957                 if(fraglimitreached)
958                         return WINNING_YES;
959                 else
960                         return WINNING_NO;
961 }
962
963 // set the .winning flag for exactly those players with a given field value
964 void(.float field, float value) SetWinners =
965 {
966         entity head;
967         head = findchain(classname, "player");
968         while (head)
969         {
970                 head.winning = (head.field == value);
971                 head = head.chain;
972         }
973 }
974
975 // set the .winning flag for those players with a given field value
976 void(.float field, float value) AddWinners =
977 {
978         entity head;
979         head = findchain(classname, "player");
980         while (head)
981         {
982                 if(head.field == value)
983                         head.winning = 1;
984                 head = head.chain;
985         }
986 }
987
988 // clear the .winning flags
989 void(void) ClearWinners =
990 {
991         entity head;
992         head = findchain(classname, "player");
993         while (head)
994         {
995                 head.winning = 0;
996                 head = head.chain;
997         }
998 }
999
1000 // LMS winning condition: game terminates if and only if there's at most one
1001 // one player who's living lives. Top two scores being equal cancels the time
1002 // limit.
1003 float() WinningCondition_LMS =
1004 {
1005         entity head;
1006
1007         if(lms_dead_count < 0)
1008                 lms_dead_count = 0;
1009
1010         if(player_count > 1 && lms_dead_count >= player_count - 1)
1011                 return WINNING_YES; // He's the last man standing!
1012
1013         if((player_count == 1 && lms_dead_count == 1))
1014                 return WINNING_YES; // All dead... (n:n is handled by the test above)
1015
1016         // dprint("player count = "); dprint(ftos(player_count));
1017         // dprint(", dead count = "); dprint(ftos(lms_dead_count));
1018         // dprint("\n");
1019
1020         // When we get here, we have at least two players who are actually LIVING,
1021         // or one player who is still waiting for a victim to join the server. Now
1022         // check if the top two players have equal score.
1023
1024         checkrules_leaderfrags = 0;
1025         head = findchain(classname, "player");
1026         checkrules_equality = FALSE;
1027         while (head)
1028         {
1029                 if(head.frags > checkrules_leaderfrags)
1030                 {
1031                         checkrules_leaderfrags = head.frags;
1032                         checkrules_equality = FALSE;
1033                 }
1034                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1035                         checkrules_equality = TRUE;
1036                 head = head.chain;
1037         }
1038
1039         SetWinners(frags, checkrules_leaderfrags);
1040
1041         // The top two players have the same amount of lives? No timelimit then,
1042         // enter overtime...
1043
1044         if(checkrules_equality)
1045                 return WINNING_NEVER;
1046
1047         // Top two have different scores? Way to go for our beloved TIMELIMIT!
1048         return WINNING_NO;
1049 }
1050
1051 // DM winning condition: game terminates if a player reached the fraglimit,
1052 // unless the first two players have the same score. The latter case also
1053 // breaks the time limit.
1054 float(float fraglimit) WinningCondition_MaxIndividualScore =
1055 {
1056         float checkrules_oldleaderfrags;
1057         entity head;
1058
1059         checkrules_oldleaderfrags = checkrules_leaderfrags;
1060         checkrules_leaderfrags = 0;
1061         head = findchain(classname, "player");
1062         checkrules_equality = FALSE;
1063         while (head)
1064         {
1065                 if(head.frags > checkrules_leaderfrags)
1066                 {
1067                         checkrules_leaderfrags = head.frags;
1068                         checkrules_equality = FALSE;
1069                 }
1070                 else if(head.frags > 0 && head.frags == checkrules_leaderfrags)
1071                         checkrules_equality = TRUE;
1072                 head = head.chain;
1073         }
1074
1075         if(checkrules_leaderfrags > 0)
1076                 SetWinners(frags, checkrules_leaderfrags);
1077         else
1078                 ClearWinners();
1079
1080         if (!cvar("g_runematch"))
1081                 if (checkrules_leaderfrags != checkrules_oldleaderfrags)
1082                 {
1083                         if (checkrules_leaderfrags == fraglimit - 1)
1084                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1085                         else if (checkrules_leaderfrags == fraglimit - 2)
1086                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1087                         else if (checkrules_leaderfrags == fraglimit - 3)
1088                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1089                 }
1090
1091         return GetWinningCode(fraglimit && checkrules_leaderfrags >= fraglimit, checkrules_equality);
1092 }
1093
1094 float(float fraglimit) WinningConditionBase_Teamplay =
1095 {
1096         tdm_old_score = tdm_max_score;
1097         tdm_max_score = max(team1_score, team2_score, team3_score, team4_score);
1098
1099         checkrules_equality =
1100         (
1101                 (tdm_max_score > 0)
1102                 &&
1103                 (
1104                           (team1_score == tdm_max_score)
1105                         + (team2_score == tdm_max_score)
1106                         + (team3_score == tdm_max_score)
1107                         + (team4_score == tdm_max_score)
1108                         >= 2));
1109
1110         ClearWinners();
1111         if(tdm_max_score > 0)
1112         {
1113                 if(team1_score == tdm_max_score)
1114                         AddWinners(team, COLOR_TEAM1);
1115                 if(team2_score == tdm_max_score)
1116                         AddWinners(team, COLOR_TEAM2);
1117                 if(team3_score == tdm_max_score)
1118                         AddWinners(team, COLOR_TEAM3);
1119                 if(team4_score == tdm_max_score)
1120                         AddWinners(team, COLOR_TEAM4);
1121         }
1122
1123         if(!cvar("g_runematch") && !cvar("g_domination"))
1124                 if(tdm_max_score != tdm_old_score)
1125                 {
1126                         if(tdm_max_score == fraglimit - 1)
1127                                 sound(world, CHAN_AUTO, "announcer/robotic/1fragleft.ogg", 1, ATTN_NONE);
1128                         else if(tdm_max_score == fraglimit - 2)
1129                                 sound(world, CHAN_AUTO, "announcer/robotic/2fragsleft.ogg", 1, ATTN_NONE);
1130                         else if(tdm_max_score == fraglimit - 3)
1131                                 sound(world, CHAN_AUTO, "announcer/robotic/3fragsleft.ogg", 1, ATTN_NONE);
1132                 }
1133
1134         return GetWinningCode(fraglimit && tdm_max_score >= fraglimit, checkrules_equality);
1135 }
1136
1137 // TDM winning condition: game terminates if a team's score sum reached the
1138 // fraglimit, unless the first two teams have the same total score. The latter
1139 // case also breaks the time limit.
1140 float(float fraglimit) WinningCondition_MaxTeamSum =
1141 {
1142         entity head;
1143
1144         team1_score = team2_score = team3_score = team4_score = 0;
1145
1146         head = findchain(classname, "player");
1147         while (head)
1148         {
1149                 if(head.team == COLOR_TEAM1)
1150                         team1_score += head.frags;
1151                 else if(head.team == COLOR_TEAM2)
1152                         team2_score += head.frags;
1153                 else if(head.team == COLOR_TEAM3)
1154                         team3_score += head.frags;
1155                 else if(head.team == COLOR_TEAM4)
1156                         team4_score += head.frags;
1157                 head = head.chain;
1158         }
1159
1160         return WinningConditionBase_Teamplay(fraglimit);
1161 }
1162
1163 // DOM/CTF winning condition: game terminates if the max of a team's players'
1164 // score reached the fraglimit, unless the first two teams have the same
1165 // maximum score. The latter case also breaks the time limit.
1166 float(float fraglimit) WinningCondition_MaxTeamMax =
1167 {
1168         entity head;
1169
1170         team1_score = team2_score = team3_score = team4_score = 0;
1171
1172         head = findchain(classname, "player");
1173         while (head)
1174         {
1175                 if(head.team == COLOR_TEAM1)
1176                 {
1177                         if(head.frags > team1_score)
1178                                 team1_score = head.frags;
1179                 }
1180                 else if(head.team == COLOR_TEAM2)
1181                 {
1182                         if(head.frags > team2_score)
1183                                 team2_score = head.frags;
1184                 }
1185                 else if(head.team == COLOR_TEAM3)
1186                 {
1187                         if(head.frags > team3_score)
1188                                 team3_score = head.frags;
1189                 }
1190                 else if(head.team == COLOR_TEAM4)
1191                 {
1192                         if(head.frags > team4_score)
1193                                 team4_score = head.frags;
1194                 }
1195                 head = head.chain;
1196         }
1197
1198         return WinningConditionBase_Teamplay(fraglimit);
1199 }
1200
1201 void PrintScoreboardFor(string name, string colorcode, float whichteam)
1202 {
1203         entity head;
1204         float fragtotal;
1205         string s;
1206         float found;
1207         found = FALSE;
1208         head = find(world, classname, "player");
1209         while(head)
1210         {
1211                 if(!whichteam || head.team == whichteam)
1212                 {
1213                         if(name != "")
1214                                 if(!found)
1215                                         ServerConsoleEcho(strcat(" ", colorcode, name, ":"), FALSE);
1216                         found = TRUE;
1217                         fragtotal = fragtotal + head.frags;
1218                         s = ftos(head.frags);
1219                         s = strcat(s, "/", ftos(head.deaths));
1220                         s = strcat(s, " @ ", ftos(head.ping));
1221                         if(clienttype(head) == CLIENTTYPE_BOT)
1222                                 s = strcat(s, "botms");
1223                         else
1224                                 s = strcat(s, "ms");
1225                         ServerConsoleEcho(strcat("  ", colorcode, head.netname, colorcode, " (", s, ")"), TRUE);
1226                 }
1227                 head = find(head, classname, "player");
1228         }
1229         if(whichteam && found)
1230                 ServerConsoleEcho(strcat(colorcode, "  (total: ", ftos(fragtotal), ")"), FALSE);
1231 }
1232
1233 void PrintScoreboard()
1234 {
1235         ServerConsoleEcho("Scoreboard:", FALSE);
1236         if(teams_matter)
1237         {
1238                 PrintScoreboardFor("Red", "^1", COLOR_TEAM1);
1239                 PrintScoreboardFor("Blue", "^4", COLOR_TEAM2);
1240                 PrintScoreboardFor("Pink", "^6", COLOR_TEAM3);
1241                 PrintScoreboardFor("Yellow", "^3", COLOR_TEAM4);
1242         }
1243         else
1244         {
1245                 PrintScoreboardFor("", "^7", 0);
1246         }
1247         ServerConsoleEcho(".", FALSE);
1248 }
1249
1250 void RemoveFromMaplist(string m)
1251 {
1252         string result;
1253         float litems;
1254         float i;
1255         float found;
1256
1257         litems = tokenize(cvar_string("g_maplist"));
1258         found = 0;
1259         result = "";
1260         for(i = 0; i < litems; ++i)
1261         {
1262                 m = strcat(m);
1263                 result = strcat(result);
1264                 if(argv(i) == m)
1265                         found += 1;
1266                 else
1267                         result = strcat(result, "'", argv(i), "'");
1268         }
1269         if(found)
1270         {
1271                 cvar_set("g_maplist", result);
1272                 localcmd("set _g_maplist_have_shuffled 0\n");
1273         }
1274         ServerConsoleEcho(strcat("Removed ", ftos(found), " items."), FALSE);
1275 }
1276
1277 void AddToMaplist(string m)
1278 {
1279         float found;
1280         float litems;
1281         float i;
1282
1283         if(!TryFile(strcat("maps/", m, ".mapcfg")))
1284         {
1285                 ServerConsoleEcho("Map not found.", FALSE);
1286                 return;
1287         }
1288
1289         litems = tokenize(cvar_string("g_maplist"));
1290         found = 0;
1291         for(i = 0; i < litems; ++i)
1292                 if(argv(i) == m)
1293                         found += 1;
1294         if(!found)
1295         {
1296                 cvar_set("g_maplist", strcat(cvar_string("g_maplist"), "'", m, "'"));
1297                 localcmd("set _g_maplist_have_shuffled 0\n");
1298                 ServerConsoleEcho("Map added.", FALSE);
1299         }
1300         else
1301                 ServerConsoleEcho("Map already in list.", FALSE);
1302 }
1303
1304 void ShuffleMaplist()
1305 {
1306         string result;
1307         float start;
1308         float litems;
1309         float selected;
1310         float i;
1311
1312         result = cvar_string("g_maplist");
1313         litems = tokenize(result);
1314
1315         for(start = 0; start < litems - 1; ++start)
1316         {
1317                 result = "";
1318
1319                 // select a random item
1320                 selected = ceil(random() * (litems - start) + start) - 1;
1321
1322                 // shift this item to the place start
1323                 for(i = 0; i < start; ++i)
1324                         result = strcat(result, "'", argv(i), "'");
1325                 result = strcat(result, "'", argv(selected), "'");
1326                 for(i = start; i < litems; ++i)
1327                         if(i != selected)
1328                                 result = strcat(result, "'", argv(i), "'");
1329
1330                 litems = tokenize(result);
1331
1332                 //dprint(result, "\n");
1333         }
1334
1335         cvar_set("g_maplist", result);
1336 }
1337
1338 /*
1339 ============
1340 CheckRules_World
1341
1342 Exit deathmatch games upon conditions
1343 ============
1344 */
1345 void() CheckRules_World =
1346 {
1347         local float status;
1348         local float timelimit;
1349         local float fraglimit;
1350
1351         VoteThink();
1352
1353         SetDefaultAlpha();
1354
1355         if (intermission_running)
1356                 if (time >= intermission_exittime + 60)
1357                 {
1358                         GotoNextMap();
1359                         return;
1360                 }
1361
1362         if (gameover)   // someone else quit the game already
1363                 return;
1364
1365         DumpStats();
1366
1367         if(cvar("_scoreboard"))
1368         {
1369                 cvar_set("_scoreboard", "0");
1370                 PrintScoreboard();
1371         }
1372
1373         // automatically shuffle when setting g_maplist_shuffle
1374         if(cvar_string("_g_maplist_add") != "")
1375         {
1376                 AddToMaplist(cvar_string("_g_maplist_add"));
1377                 cvar_set("_g_maplist_add", "");
1378         }
1379         if(cvar_string("_g_maplist_remove") != "")
1380         {
1381                 RemoveFromMaplist(cvar_string("_g_maplist_remove"));
1382                 cvar_set("_g_maplist_remove", "");
1383         }
1384         if(cvar("_g_maplist_shufflenow") || (cvar("g_maplist_shuffle") && !cvar("_g_maplist_have_shuffled")))
1385         {
1386                 ShuffleMaplist();
1387                 localcmd("set _g_maplist_shufflenow 0\nset _g_maplist_have_shuffled 1\necho Shuffled map list.\n");
1388         }
1389         if(cvar("_g_maplist_have_shuffled"))
1390                 if(!cvar("g_maplist_shuffle"))
1391                         localcmd("set _g_maplist_have_shuffled 0\n");
1392
1393         timelimit = cvar("timelimit") * 60;
1394         fraglimit = cvar("fraglimit");
1395
1396         if (timelimit && time >= timelimit)
1397                 InitiateOvertime();
1398
1399         if (checkrules_overtimeend && time >= checkrules_overtimeend)
1400         {
1401                 NextLevel();
1402                 return;
1403         }
1404
1405         if(!checkrules_overtimewarning && checkrules_overtimeend)
1406         {
1407                 checkrules_overtimewarning = TRUE;
1408                 //sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1409                 bcenterprint("^3Now playing ^1OVERTIME^3!\n\n^3Keep fragging until we have a ^1winner^3!");
1410         }
1411
1412         if (!checkrules_oneminutewarning && timelimit > 0 && time > timelimit - 60)
1413         {
1414                 checkrules_oneminutewarning = TRUE;
1415                 sound(world, CHAN_AUTO, "announcer/robotic/1minuteremains.ogg", 1, ATTN_NONE);
1416         }
1417
1418         status = WINNING_NO;
1419         if(cvar("g_lms"))
1420         {
1421                 status = WinningCondition_LMS();
1422         }
1423         else
1424         {
1425                 if(teams_matter)
1426                 {
1427                         if(cvar("g_tdm") || cvar("g_runematch") || cvar("g_ctf") || cvar("g_domination"))
1428                                 status = WinningCondition_MaxTeamSum(fraglimit);
1429                         //else if()
1430                         //      status = WinningCondition_MaxTeamMax(fraglimit);
1431                         else
1432                         {
1433                                 dprint("div0: How can this happen?\n");
1434                                 status = WinningCondition_MaxTeamMax(fraglimit);
1435                         }
1436                 }
1437                 else
1438                         status = WinningCondition_MaxIndividualScore(fraglimit);
1439         }
1440
1441         if(status == WINNING_STARTOVERTIME)
1442         {
1443                 status = WINNING_NEVER;
1444                 InitiateOvertime();
1445         }
1446
1447         if(status == WINNING_NEVER)
1448                 // equality cases! Nobody wins if the overtime ends in a draw.
1449                 ClearWinners();
1450
1451         if(checkrules_overtimeend)
1452                 if(status != WINNING_NEVER)
1453                         status = WINNING_YES;
1454
1455         if(status == WINNING_YES)
1456                 NextLevel();
1457 };