2 * $Logfile: /Freespace2/code/Network/multi_endgame.cpp $
8 * Revision 1.2 2002/05/07 03:16:47 theoddone33
9 * The Great Newline Fix
11 * Revision 1.1.1.1 2002/05/03 03:28:10 root
15 * 10 8/22/99 1:55p Dave
16 * Cleaned up host/team-captain leaving code.
18 * 9 8/22/99 1:19p Dave
19 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
20 * which d3d cards are detected.
22 * 8 4/08/99 1:05p Dave
23 * Fixed some leave game packet problems. Updated builtin mission list for
26 * 7 3/24/99 4:05p Dave
27 * Put in support for assigning the player to a specific squadron with a
28 * specific logo. Preliminary work for doing pos/orient checksumming in
29 * multiplayer to reduce bandwidth.
31 * 6 11/19/98 4:57p Dave
32 * Ignore PXO option if IPX is selected.
34 * 5 11/19/98 4:19p Dave
35 * Put IPX sockets back in psnet. Consolidated all multiplayer config
38 * 4 11/19/98 8:03a Dave
39 * Full support for D3-style reliable sockets. Revamped packet lag/loss
40 * system, made it receiver side and at the lowest possible level.
42 * 3 11/05/98 5:55p Dave
43 * Big pass at reducing #includes
45 * 2 10/07/98 10:53a Dave
48 * 1 10/07/98 10:50a Dave
50 * 36 9/17/98 3:08p Dave
51 * PXO to non-pxo game warning popup. Player icon stuff in create and join
52 * game screens. Upped server count refresh time in PXO to 35 secs (from
55 * 35 9/15/98 7:24p Dave
56 * Minor UI changes. Localized bunch of new text.
58 * 34 9/14/98 3:40p Allender
59 * better error checking for invalid number of waves for player wings in a
60 * multiplayer game. Better popup message in FreeSpace side.
62 * 33 9/11/98 5:53p Dave
63 * Final revisions to kick system changes.
65 * 32 9/11/98 5:08p Dave
66 * More tweaks to kick notification system.
68 * 31 9/11/98 4:14p Dave
69 * Fixed file checksumming of < file_size. Put in more verbose kicking and
70 * PXO stats store reporting.
72 * 30 8/07/98 10:15a Allender
73 * changed the way the endgame sequencing timer works so that timer wrap
74 * doesn't hurt. Also use the obj_set_flags for the COULD_BE_PLAYER flag
76 * 29 7/24/98 9:27a Dave
77 * Tidied up endgame sequencing by removing several old flags and
78 * standardizing _all_ endgame stuff with a single function call.
80 * 28 7/13/98 5:34p Lawrance
81 * index a localized string in multi_endgame.cpp
83 * 27 7/13/98 5:19p Dave
85 * 26 6/30/98 4:53p Allender
86 * fixed endgame problems where standalone wasn't properly dropping
87 * everyone out of a game. Be sure that timestamp for endgame processing
90 * 25 6/13/98 9:32p Mike
91 * Kill last character in file which caused "Find in Files" to report the
92 * file as "not a text file."
94 * 24 6/13/98 6:01p Hoffoss
95 * Externalized all new (or forgot to be added) strings to all the code.
97 * 23 6/13/98 3:18p Hoffoss
98 * NOX()ed out a bunch of strings that shouldn't be translated.
100 * 22 5/24/98 8:15p Dave
101 * Tweaked pxo some more.
103 * 21 5/21/98 10:09a Dave
104 * Enable DNS checking for PXO and both trackers.
105 * Fixed problem with leaving the mission from the pause state. Fixed
106 * build errors in multimsgs.cpp
108 * 20 5/20/98 9:01p Allender
109 * change RELEASE to NDEBUG. Fix reentryancy problem in process_endgame
112 * 19 5/17/98 11:54p Allender
113 * only clear flying controls when in mission
115 * 18 5/17/98 11:34p Allender
116 * deal with resetting player controls better
118 * 17 5/17/98 6:32p Dave
119 * Make sure clients/servers aren't kicked out of the debriefing when team
120 * captains leave a game. Fixed chatbox off-by-one error. Fixed image
121 * xfer/pilot info popup stuff.
123 * 16 5/15/98 5:15p Dave
124 * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
125 * status for team vs. team. Put in asserts to check for invalid team vs.
128 * 15 5/15/98 12:09a Dave
129 * New tracker api code. New game tracker code. Finished up first run of
130 * the PXO screen. Fixed a few game server list exceptions.
132 * 14 5/14/98 12:40a Dave
133 * Still more additions to the PXO screen. Updated tracker code.
135 * 13 5/09/98 7:16p Dave
136 * Put in CD checking. Put in standalone host password. Made pilot into
139 * 12 5/08/98 5:05p Dave
140 * Go to the join game screen when quitting multiplayer. Fixed mission
141 * text chat bugs. Put mission type symbols on the create game list.
142 * Started updating standalone gui controls.
144 * 11 5/07/98 6:26p Dave
145 * Fix strange boundary conditions which arise when players die/respawn
146 * while the game is being ended. Spiff up the chatbox doskey thing a bit.
148 * 10 5/07/98 3:29p Jim
149 * Make sure standalone doesn't display a popup when ending a game.
151 * 9 5/05/98 5:02p Dave
152 * Fix end-of-campaign sequencing to work right. Make all individual
153 * missions of a campaign replayable.
155 * 8 5/04/98 10:39p Dave
156 * Put in endgame sequencing. Need to check campaign situations.
157 * Realigned ship info on team select screen.
159 * 7 5/04/98 1:43p Dave
160 * Fixed up a standalone resetting problem. Fixed multiplayer stats
161 * collection for clients. Make sure all multiplayer ui screens have the
162 * correct palette at all times.
164 * 6 5/03/98 7:04p Dave
165 * Make team vs. team work mores smoothly with standalone. Change how host
166 * interacts with standalone for picking missions. Put in a time limit for
167 * ingame join ship select. Fix ingame join ship select screen for Vasudan
170 * 5 4/30/98 5:12p Dave
171 * Fixed game polling code for joining clients. Reworked some file xfer
174 * 4 4/30/98 12:13a Allender
175 * reset control info and afterburner when entering the quit game code.
176 * Prevents odd things from happening while the popup is up.
178 * 3 4/28/98 5:10p Dave
179 * Fixed multi_quit_game() client side sequencing problem. Turn off
180 * afterburners when ending multiplayer mission. Begin integration of mt
181 * API from Kevin Bentley.
183 * 2 4/23/98 1:28a Dave
184 * Seemingly nailed the current_primary_bank and current_secondary_bank -1
185 * problem. Made sure non-critical button presses are _never_ sent to the
188 * 1 4/22/98 5:50p Dave
194 // #include <windows.h>
198 #include "freespace.h"
199 #include "gamesequence.h"
201 #include "popupdead.h"
202 #include "multi_endgame.h"
203 #include "multimsgs.h"
205 #include "multiutil.h"
206 #include "multi_pmsg.h"
209 // ----------------------------------------------------------------------------------------------------------
210 // Put all functions/data related to leaving a netgame, handling players leaving, handling the server leaving,
211 // and notifying the user of all of these actions, here.
215 // ----------------------------------------------------------------------------------------------------------
216 // MULTI ENDGAME DEFINES/VARS
220 // set when the server/client has ended the game on some notification or error and is waiting for clients to leave
221 #define MULTI_ENDGAME_SERVER_WAIT 5.0f
222 int Multi_endgame_server_waiting = 0;
223 float Multi_endgame_server_wait_stamp = -1.0f;
224 int Multi_endgame_client_waiting = 0;
226 // error/notification codes (taken from parameters to multi_quit_game(...)
227 int Multi_endgame_notify_code;
228 int Multi_endgame_error_code;
229 int Multi_endgame_wsa_error;
231 // for reentrancy problems on standalone
232 int Multi_endgame_processing;
234 // ----------------------------------------------------------------------------------------------------------
235 // MULTI ENDGAME FORWARD DECLARATIONS
238 // called when a given netgame is about to end completely
239 void multi_endgame_cleanup();
241 // throw up a popup with the given notification code and optional winsock code
242 void multi_endgame_popup(int notify_code,int error_code,int wsa_error = -1);
244 // called when server is waiting for clients to disconnect
245 int multi_endgame_server_ok_to_leave();
247 // check to see if we need to be warping out (strange transition possibilities)
248 void multi_endgame_check_for_warpout();
251 // ----------------------------------------------------------------------------------------------------------
252 // MULTI ENDGAME FUNCTIONS
255 // initialize the endgame processor (call when joining/starting a new netgame)
256 void multi_endgame_init()
258 // set this so that the server/client knows he hasn't tried to end the game
259 Multi_endgame_server_waiting = 0;
260 Multi_endgame_client_waiting = 0;
262 // reset the timestamp used when server is waiting for all other clients to leave.
263 Multi_endgame_server_wait_stamp = -1.0f;
265 // initialiaze all endgame notify and error codes
266 Multi_endgame_notify_code = -1;
267 Multi_endgame_error_code = -1;
268 Multi_endgame_wsa_error = -1;
270 // for reentrancy problems in to endgame_process
271 Multi_endgame_processing = 0;
274 // process all endgame related events
275 void multi_endgame_process()
277 if ( Multi_endgame_processing )
280 Multi_endgame_processing = 1;
282 // check to see if we need to be warping out (strange transition possibilities)
283 multi_endgame_check_for_warpout();
285 // if we're the server of the game
286 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
287 // if we're not waiting for clients to leave, do nothing
288 if(!Multi_endgame_server_waiting){
289 Multi_endgame_processing = 0;
293 // if a popup is already active, do nothing
295 Multi_endgame_processing = 0;
299 // otherwise popup until things are hunky-dory
300 if(!multi_endgame_server_ok_to_leave()){
301 if(Game_mode & GM_STANDALONE_SERVER){
302 while(!multi_endgame_server_ok_to_leave()){
303 // run networking, etc.
304 game_set_frametime(-1);
305 game_do_state_common(gameseq_get_state());
308 popup_till_condition( multi_endgame_server_ok_to_leave , XSTR("&Cancel",645), XSTR("Waiting for clients to disconnect",646));
312 // mark myself as not waiting and get the hell out
313 multi_endgame_cleanup();
315 // if we're not waiting to leave the game, do nothing
316 if(!Multi_endgame_client_waiting){
317 Multi_endgame_processing = 0;
321 // otherwise, check to see if there is a popup active
323 Multi_endgame_processing = 0;
327 // if not, then we are good to leave
328 multi_endgame_cleanup();
331 Multi_endgame_processing = 0;
334 // if the game has been flagged as ended (ie, its going to be reset)
335 int multi_endgame_ending()
337 return (Multi_endgame_client_waiting || Multi_endgame_server_waiting);
341 int Multi_quit_game = 0;
342 // general quit function, with optional notification, error, and winsock error codes
343 int multi_quit_game(int prompt, int notify_code, int err_code, int wsa_error)
345 int ret_val,quit_already;
347 // check for reentrancy
352 // if we're not connected or have not net-player
353 if((Net_player == NULL) || !(Net_player->flags & NETINFO_FLAG_CONNECTED)){
362 // reset my control info so that I don't continually do whacky stuff. This is ugly
363 //player_control_reset_ci( &Player->ci );
364 if ( Game_mode & GM_IN_MISSION ) {
365 memset(&Player->ci, 0, sizeof(Player->ci) );
366 Player->ci.afterburner_stop = 1;
367 physics_read_flying_controls( &Player_obj->orient, &Player_obj->phys_info, &(Player->ci), flFrametime);
370 // CASE 1 - response to a user request
371 // if there is no associated notification or error code, don't override the prompt argument
372 if((err_code == -1) && (notify_code == -1)){
373 // if we're the server and we're already waiting for clients to leave, don't do anything
374 if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && Multi_endgame_server_waiting){
379 // if we're the client and we're already waiting to leave, don't do anythin
380 if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER) && Multi_endgame_client_waiting){
385 // see if we should be prompting the host for confirmation
386 if((prompt==PROMPT_HOST || prompt==PROMPT_ALL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
389 p_flags = PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_BODY_BIG;
390 if ( Game_mode & GM_IN_MISSION )
391 p_flags |= PF_RUN_STATE;
393 ret_val = popup(p_flags,2,POPUP_CANCEL,POPUP_OK,XSTR("Warning - quitting will end the game for all players!",647));
395 // check for host cancel
396 if((ret_val == 0) || (ret_val == -1)){
401 // set this so that under certain circumstances, we don't call the popup below us as well
405 // see if we should be prompting the client for confirmation
406 if((prompt==PROMPT_CLIENT || prompt==PROMPT_ALL) && !quit_already){
407 ret_val = popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_BODY_BIG,2,POPUP_NO,POPUP_YES,XSTR("Are you sure you want to quit?",648));
409 // check for host cancel
410 if((ret_val == 0) || (ret_val == -1)){
417 // if i'm the server of the game, tell all clients that i'm leaving, then wait
418 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
419 send_netgame_end_error_packet(MULTI_END_NOTIFY_SERVER_LEFT,MULTI_END_ERROR_NONE);
421 // set the waiting flag and the waiting timestamp
422 Multi_endgame_server_waiting = 1;
423 Multi_endgame_server_wait_stamp = MULTI_ENDGAME_SERVER_WAIT;
425 // if i'm the client, quit now
427 multi_endgame_cleanup();
430 // CASE 2 - response to an error code or packet from the server
431 // this is the case where we're being forced to quit the game because of some error or other notification
433 // if i'm the server, send a packet to the clients telling them that I'm leaving and why
434 if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && !Multi_endgame_server_waiting){
435 // if we're in the debrief state, mark down that the server has left the game
436 if(((gameseq_get_state() == GS_STATE_DEBRIEF) || (gameseq_get_state() == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) && !(Game_mode & GM_STANDALONE_SERVER)){
437 multi_debrief_server_left();
439 // add a message to the chatbox
440 multi_display_chat_msg(XSTR("<Team captains have left>",649),0,0);
442 // set ourselves to be "not quitting"
445 // tell the users, the game has ended
446 send_netgame_end_error_packet(notify_code,err_code);
450 send_netgame_end_error_packet(notify_code,err_code);
453 Multi_endgame_notify_code = notify_code;
454 Multi_endgame_error_code = err_code;
455 Multi_endgame_wsa_error = wsa_error;
457 // by setting this, multi_endgame_process() will know to check and see if it is ok for us to leave
458 Multi_endgame_server_waiting = 1;
459 Multi_endgame_server_wait_stamp = MULTI_ENDGAME_SERVER_WAIT;
461 // if i'm the client, set the error codes and leave the game now
462 else if(!Multi_endgame_client_waiting){
463 // if we're in the debrief state, mark down that the server has left the game
464 if((gameseq_get_state() == GS_STATE_DEBRIEF) || (gameseq_get_state() == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
465 multi_debrief_server_left();
467 // add a message to the chatbox
468 multi_display_chat_msg(XSTR("<The server has ended the game>",650),0,0);
470 // shut our reliable socket to the server down
471 psnet_rel_close_socket(&Net_player->reliable_socket);
472 Net_player->reliable_socket = INVALID_SOCKET;
474 // remove our do-notworking flag
475 Net_player->flags &= ~(NETINFO_FLAG_DO_NETWORKING);
481 Multi_endgame_notify_code = notify_code;
482 Multi_endgame_error_code = err_code;
483 Multi_endgame_wsa_error = wsa_error;
485 // by setting this, multi_endgame_process() will know to check and see if it is ok for us to leave
486 Multi_endgame_client_waiting = 1;
490 // unset the reentrancy flag
497 // ----------------------------------------------------------------------------------------------------------
498 // MULTI ENDGAME FORWARD DEFINITIONS
501 // called when a given netgame is about to end completely
502 void multi_endgame_cleanup()
506 send_leave_game_packet();
508 // flush all outgoing io, force all packets through
509 multi_io_send_buffered_packets();
511 // mark myself as disconnected
512 if(!(Game_mode & GM_STANDALONE_SERVER)){
513 Net_player->flags &= ~(NETINFO_FLAG_CONNECTED|NETINFO_FLAG_DO_NETWORKING);
516 // this is a semi-hack so that if we're the master and we're quitting, we don't get an assert
517 if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Player_obj != NULL)){
518 Player_obj->flags &= ~(OF_PLAYER_SHIP);
519 obj_set_flags( Player_obj, Player_obj->flags | OF_COULD_BE_PLAYER );
522 // shut my socket down (will also let the server know i've received any notifications/error from him)
523 // psnet_rel_close_socket( &(Net_player->reliable_socket) );
525 // 11/18/98 - DB, changed the above to kill all sockets. Its the safest thing to do
526 for(idx=0; idx<MAX_PLAYERS; idx++){
527 psnet_rel_close_socket(&Net_players[idx].reliable_socket);
528 Net_players[idx].reliable_socket = INVALID_SOCKET;
531 // set the game quitting flag in our local netgame info - this will _insure_ that even if we miss a packet or
532 // there is some sequencing error, the next time through the multi_do_frame() loop, the game will be ended
533 // Netgame.flags |= (NG_FLAG_QUITTING | NG_FLAG_ENDED);
535 // close all open SPX/TCP reliable sockets
536 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
538 // do it for all players, since we're leaving anyway.
539 for(idx=0;idx<MAX_PLAYERS;idx++){
540 // 6/25/98 -- MWA delete all players from the game
542 if ( &Net_players[idx] != Net_player ) {
543 delete_player( idx );
548 // if we're currently in the pause state, pop back into gameplay first
549 if(gameseq_get_state() == GS_STATE_MULTI_PAUSED){
553 if(Game_mode & GM_STANDALONE_SERVER){
554 // multi_standalone_quit_game();
555 multi_standalone_reset_all();
557 Player->flags |= PLAYER_FLAGS_IS_MULTI;
559 // if we're in Parallax Online mode, log back in there
560 gameseq_post_event(GS_EVENT_MULTI_JOIN_GAME);
562 // if we have an error code, bring up the discon popup
563 if((Multi_endgame_notify_code != -1) || (Multi_endgame_error_code != -1) && !(Game_mode & GM_STANDALONE_SERVER)){
564 multi_endgame_popup(Multi_endgame_notify_code,Multi_endgame_error_code,Multi_endgame_wsa_error);
569 extern CFILE *obj_stream;
570 if(obj_stream != NULL){
576 // unload the multiplayer common interface palette
577 multi_common_unload_palette();
579 // reinitialize endgame stuff
580 // multi_endgame_init();
583 // throw up a popup with the given notification code and optional winsock code
584 void multi_endgame_popup(int notify_code,int error_code,int wsa_error)
587 int flags = PF_USE_AFFIRMATIVE_ICON;
589 // if there is a popup already active, just kill it
591 // if there is already a popup active, kill it
592 popup_kill_any_active();
596 // if there is a winsock error code, stick it on the end of the text
598 sprintf(err_msg,NOX("WSAERROR : %d\n\n"),wsa_error);
599 flags |= PF_TITLE_RED;
604 // setup the error message string
605 if(notify_code != MULTI_END_NOTIFY_NONE){
607 case MULTI_END_NOTIFY_KICKED :
608 strcat(err_msg,XSTR("You have been kicked",651));
610 case MULTI_END_NOTIFY_SERVER_LEFT:
611 strcat(err_msg,XSTR("The server has left the game",652));
613 case MULTI_END_NOTIFY_FILE_REJECTED:
614 strcat(err_msg,XSTR("Your mission file has been rejected by the server",653));
616 case MULTI_END_NOTIFY_EARLY_END:
617 strcat(err_msg,XSTR("The game has ended while you were ingame joining",654));
619 case MULTI_END_NOTIFY_INGAME_TIMEOUT:
620 strcat(err_msg,XSTR("You have waited too long to select a ship",655));
622 case MULTI_END_NOTIFY_KICKED_BAD_XFER:
623 strcat(err_msg,XSTR("You were kicked because mission file xfer failed",998));
625 case MULTI_END_NOTIFY_KICKED_CANT_XFER:
626 strcat(err_msg,XSTR("You were kicked because you do not have the builtin mission",999));
627 strcat(err_msg, NOX(" "));
628 strcat(err_msg, Game_current_mission_filename);
630 case MULTI_END_NOTIFY_KICKED_INGAME_ENDED:
631 strcat(err_msg,XSTR("You were kicked because you were ingame joining a game that has ended",1000));
638 case MULTI_END_ERROR_CONTACT_LOST :
639 strcat(err_msg,XSTR("Contact with server has been lost",656));
641 case MULTI_END_ERROR_CONNECT_FAIL :
642 strcat(err_msg,XSTR("Failed to connect to server on reliable socket",657));
644 case MULTI_END_ERROR_LOAD_FAIL :
645 strcat(err_msg,XSTR("Failed to load mission file properly",658));
647 case MULTI_END_ERROR_INGAME_SHIP :
648 strcat(err_msg,XSTR("Unable to create ingame join player ship",659));
650 case MULTI_END_ERROR_INGAME_BOGUS :
651 strcat(err_msg,XSTR("Recevied bogus packet data while ingame joining",660));
653 case MULTI_END_ERROR_STRANS_FAIL :
654 strcat(err_msg,XSTR("Server transfer failed (obsolete)",661));
656 case MULTI_END_ERROR_SHIP_ASSIGN:
657 strcat(err_msg,XSTR("Server encountered errors trying to assign players to ships",662));
659 case MULTI_END_ERROR_HOST_LEFT:
660 strcat(err_msg,XSTR("Host has left the game, aborting...",663));
662 case MULTI_END_ERROR_XFER_FAIL:
663 strcat(err_msg,XSTR("There was an error receiving the mission file!",665));
665 case MULTI_END_ERROR_WAVE_COUNT:
666 strcat(err_msg,XSTR("The player wings Alpha, Beta, Gamma, and Zeta must have only 1 wave. One of these wings currently has more than 1 wave.", 987));
668 case MULTI_END_ERROR_TEAM0_EMPTY:
669 strcat(err_msg,XSTR("All players from team 1 have left the game", 1466));
671 case MULTI_END_ERROR_TEAM1_EMPTY:
672 strcat(err_msg,XSTR("All players from team 2 have left the game", 1467));
674 case MULTI_END_ERROR_CAPTAIN_LEFT:
675 strcat(err_msg,XSTR("Team captain(s) have left the game, aborting...",664));
683 popup(flags,1,POPUP_OK,err_msg);
687 // called when server is waiting for clients to disconnect
688 int multi_endgame_server_ok_to_leave()
690 int idx,clients_gone;
692 // check to see if our client disconnect timestamp has elapsed
693 if ( Multi_endgame_server_wait_stamp > 0.0f ) {
694 Multi_endgame_server_wait_stamp -= flFrametime;
695 if ( Multi_endgame_server_wait_stamp <= 0.0f ) {
700 // check to see if all clients have disconnected
702 for(idx=0;idx<MAX_PLAYERS;idx++){
703 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
709 // all conditions passed
713 // check to see if we need to be warping out (strange transition possibilities)
714 void multi_endgame_check_for_warpout()
716 int need_to_warpout = 0;
718 // if we're not in the process of warping out - do nothing
719 if(!(Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
723 // determine if sufficient warping-out conditions exist
724 if((Game_mode & GM_IN_MISSION) && // if i'm still in the mission
725 ((Netgame.game_state == NETGAME_STATE_ENDGAME) || // if the netgame ended
726 (Netgame.game_state == NETGAME_STATE_DEBRIEF)) // if the netgame is now in the debriefing state
731 // if we need to be warping out but are stuck in a dead popup, cancel it
732 if(need_to_warpout && (popupdead_is_active() || (Net_player->flags & NETINFO_FLAG_RESPAWNING) || (Net_player->flags & NETINFO_FLAG_OBSERVER)) ){
733 // flush all active pushed state
734 multi_handle_state_special();
736 // begin the warpout process
737 gameseq_post_event(GS_EVENT_DEBRIEF);
739 // if text input mode is active, clear it
740 multi_msg_text_flush();