]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into z411
authorz411 <z411@omaera.org>
Mon, 24 Aug 2020 17:25:42 +0000 (13:25 -0400)
committerz411 <z411@omaera.org>
Mon, 24 Aug 2020 17:25:42 +0000 (13:25 -0400)
1  2 
qcsrc/client/hud/panel/scoreboard.qc
qcsrc/client/hud/panel/timer.qc
qcsrc/client/view.qc
qcsrc/common/notifications/all.inc
qcsrc/common/stats.qh
qcsrc/server/command/common.qc
qcsrc/server/damage.qc
qcsrc/server/scores.qc
qcsrc/server/world.qc
qcsrc/server/world.qh

Simple merge
Simple merge
Simple merge
Simple merge
index 90993d72881d0c09b8c55b7355c09af2d1810927,cda98d54d73f75b7432ae1769ea3c738a27cf840..2554bd1efcc22d91e5ac491bf8f04043f590a771
@@@ -63,9 -64,8 +64,9 @@@ REGISTER_STAT(KH_KEYS, int
  #ifdef SVQC
  float W_WeaponRateFactor(entity this);
  float game_stopped;
- float game_starttime;
- float round_starttime;
+ float game_starttime; //point in time when the countdown to game start is over
+ float round_starttime; //point in time when the countdown to round start is over
 +float checkrules_overtimesadded; // z411 add
  bool autocvar_g_allow_oldvortexbeam;
  int autocvar_leadlimit;
  #endif
@@@ -101,11 -101,10 +102,11 @@@ REGISTER_STAT(VEHICLESTAT_AMMO2, int
  REGISTER_STAT(VEHICLESTAT_RELOAD2, int)
  REGISTER_STAT(VEHICLESTAT_W2MODE, int)
  REGISTER_STAT(NADE_TIMER, float)
- REGISTER_STAT(SECRETS_TOTAL, float)
- REGISTER_STAT(SECRETS_FOUND, float)
+ REGISTER_STAT(SECRETS_TOTAL, int, secrets_total)
+ REGISTER_STAT(SECRETS_FOUND, int, secrets_found)
  REGISTER_STAT(RESPAWN_TIME, float)
  REGISTER_STAT(ROUNDSTARTTIME, float, round_starttime)
 +REGISTER_STAT(OVERTIMESADDED, float, checkrules_overtimesadded)
  REGISTER_STAT(MONSTERS_TOTAL, int)
  REGISTER_STAT(MONSTERS_KILLED, int)
  REGISTER_STAT(BUFFS, int)
Simple merge
index 0000000000000000000000000000000000000000,f799e96f7451b3fcd7ee563afdab5199388ed5f2..0e0bc6520ac9cf26a1210395a87cdc550ef06f53
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,1301 +1,1303 @@@
+ #include "damage.qh"
+ #include <common/effects/all.qh>
+ #include "bot/api.qh"
+ #include "hook.qh"
+ #include <server/client.qh>
+ #include <server/gamelog.qh>
+ #include <server/items/items.qh>
+ #include <server/mutators/_mod.qh>
+ #include <server/main.qh>
+ #include "teamplay.qh"
+ #include "scores.qh"
+ #include "spawnpoints.qh"
+ #include "../common/state.qh"
+ #include "../common/physics/player.qh"
+ #include "resources.qh"
+ #include "../common/vehicles/all.qh"
+ #include "../common/items/_mod.qh"
+ #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
+ #include "../common/mutators/mutator/instagib/sv_instagib.qh"
+ #include "../common/mutators/mutator/buffs/buffs.qh"
+ #include "weapons/accuracy.qh"
+ #include "weapons/csqcprojectile.qh"
+ #include "weapons/selection.qh"
+ #include "../common/constants.qh"
+ #include "../common/deathtypes/all.qh"
+ #include <common/mapobjects/defs.qh>
+ #include <common/mapobjects/triggers.qh>
+ #include "../common/notifications/all.qh"
+ #include "../common/physics/movetypes/movetypes.qh"
+ #include "../common/playerstats.qh"
+ #include "../common/teams.qh"
+ #include "../common/util.qh"
+ #include <common/gamemodes/_mod.qh>
+ #include <common/gamemodes/rules.qh>
+ #include <common/weapons/_all.qh>
+ #include "../lib/csqcmodel/sv_model.qh"
+ #include "../lib/warpzone/common.qh"
+ void UpdateFrags(entity player, int f)
+ {
+       GameRules_scoring_add_team(player, SCORE, f);
+ }
+ void GiveFrags(entity attacker, entity targ, float f, int deathtype, .entity weaponentity)
+ {
+       // TODO route through PlayerScores instead
+       if(game_stopped) return;
+       if(f < 0)
+       {
+               if(targ == attacker)
+               {
+                       // suicide
+                       GameRules_scoring_add(attacker, SUICIDES, 1);
+               }
+               else
+               {
+                       // teamkill
+                       GameRules_scoring_add(attacker, TEAMKILLS, 1);
+               }
+       }
+       else
+       {
+               // regular frag
+               GameRules_scoring_add(attacker, KILLS, 1);
+               if(!warmup_stage && targ.playerid)
+                       PlayerStats_GameReport_Event_Player(attacker, sprintf("kills-%d", targ.playerid), 1);
+       }
+       GameRules_scoring_add(targ, DEATHS, 1);
+       // FIXME fix the mess this is (we have REAL points now!)
+       if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f, deathtype, attacker.(weaponentity)))
+               f = M_ARGV(2, float);
+       attacker.totalfrags += f;
+       if(f)
+               UpdateFrags(attacker, f);
+ }
+ string AppendItemcodes(string s, entity player)
+ {
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               int w = player.(weaponentity).m_weapon.m_id;
+               if(w == 0)
+                       w = player.(weaponentity).cnt; // previous weapon
+               if(w != 0 || slot == 0)
+                       s = strcat(s, ftos(w));
+       }
+       if(time < STAT(STRENGTH_FINISHED, player))
+               s = strcat(s, "S");
+       if(time < STAT(INVINCIBLE_FINISHED, player))
+               s = strcat(s, "I");
+       if(PHYS_INPUT_BUTTON_CHAT(player))
+               s = strcat(s, "T");
+       // TODO: include these codes as a flag on the item itself
+       MUTATOR_CALLHOOK(LogDeath_AppendItemCodes, player, s);
+       s = M_ARGV(1, string);
+       return s;
+ }
+ void LogDeath(string mode, int deathtype, entity killer, entity killed)
+ {
+       string s;
+       if(!autocvar_sv_eventlog)
+               return;
+       s = strcat(":kill:", mode);
+       s = strcat(s, ":", ftos(killer.playerid));
+       s = strcat(s, ":", ftos(killed.playerid));
+       s = strcat(s, ":type=", Deathtype_Name(deathtype));
+       s = strcat(s, ":items=");
+       s = AppendItemcodes(s, killer);
+       if(killed != killer)
+       {
+               s = strcat(s, ":victimitems=");
+               s = AppendItemcodes(s, killed);
+       }
+       GameLogEcho(s);
+ }
+ void Obituary_SpecialDeath(
+       entity notif_target,
+       float murder,
+       int deathtype,
+       string s1, string s2, string s3,
+       float f1, float f2, float f3)
+ {
+       if(!DEATH_ISSPECIAL(deathtype))
+       {
+               backtrace("Obituary_SpecialDeath called without a special deathtype?\n");
+               return;
+       }
+       entity deathent = REGISTRY_GET(Deathtypes, deathtype - DT_FIRST);
+       if (!deathent)
+       {
+               backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n");
+               return;
+       }
+       if(g_cts && deathtype == DEATH_KILL.m_id)
+               return; // TODO: somehow put this in CTS gamemode file!
+       Notification death_message = (murder) ? deathent.death_msgmurder : deathent.death_msgself;
+       if(death_message)
+       {
+               Send_Notification_WOCOVA(
+                       NOTIF_ONE,
+                       notif_target,
+                       MSG_MULTI,
+                       death_message,
+                       s1, s2, s3, "",
+                       f1, f2, f3, 0
+               );
+               Send_Notification_WOCOVA(
+                       NOTIF_ALL_EXCEPT,
+                       notif_target,
+                       MSG_INFO,
+                       death_message.nent_msginfo,
+                       s1, s2, s3, "",
+                       f1, f2, f3, 0
+               );
+       }
+ }
+ float Obituary_WeaponDeath(
+       entity notif_target,
+       float murder,
+       int deathtype,
+       string s1, string s2, string s3,
+       float f1, float f2)
+ {
+       Weapon death_weapon = DEATH_WEAPONOF(deathtype);
+       if (death_weapon == WEP_Null)
+               return false;
+       w_deathtype = deathtype;
+       Notification death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
+       w_deathtype = false;
+       if (death_message)
+       {
+               Send_Notification_WOCOVA(
+                       NOTIF_ONE,
+                       notif_target,
+                       MSG_MULTI,
+                       death_message,
+                       s1, s2, s3, "",
+                       f1, f2, 0, 0
+               );
+               // send the info part to everyone
+               Send_Notification_WOCOVA(
+                       NOTIF_ALL_EXCEPT,
+                       notif_target,
+                       MSG_INFO,
+                       death_message.nent_msginfo,
+                       s1, s2, s3, "",
+                       f1, f2, 0, 0
+               );
+       }
+       else
+       {
+               LOG_TRACEF(
+                       "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %s!\n",
+                       deathtype,
+                       death_weapon.netname
+               );
+       }
+       return true;
+ }
+ bool frag_centermessage_override(entity attacker, entity targ, int deathtype, int kill_count_to_attacker, int kill_count_to_target, string attacker_name)
+ {
+       if(deathtype == DEATH_FIRE.m_id)
+       {
+               Send_Notification(NOTIF_ONE, attacker, MSG_CHOICE, CHOICE_FRAG_FIRE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping));
+               Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker_name, kill_count_to_target, GetResource(attacker, RES_HEALTH), GetResource(attacker, RES_ARMOR), (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping));
+               return true;
+       }
+       return MUTATOR_CALLHOOK(FragCenterMessage, attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target);
+ }
+ void Obituary(entity attacker, entity inflictor, entity targ, int deathtype, .entity weaponentity)
+ {
+       // Sanity check
+       if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
+       // Declarations
+       float notif_firstblood = false;
+       float kill_count_to_attacker, kill_count_to_target;
+       bool notif_anonymous = false;
+       string attacker_name = attacker.netname;
+       // Set final information for the death
+       targ.death_origin = targ.origin;
+       string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
+       // Abort now if a mutator requests it
+       if (MUTATOR_CALLHOOK(ClientObituary, inflictor, attacker, targ, deathtype, attacker.(weaponentity))) { CS(targ).killcount = 0; return; }
+       notif_anonymous = M_ARGV(5, bool);
+       if(notif_anonymous)
+               attacker_name = "Anonymous player";
+       #ifdef NOTIFICATIONS_DEBUG
+       Debug_Notification(
+               sprintf(
+                       "Obituary(%s, %s, %s, %s = %d);\n",
+                       attacker_name,
+                       inflictor.netname,
+                       targ.netname,
+                       Deathtype_Name(deathtype),
+                       deathtype
+               )
+       );
+       #endif
+       // =======
+       // SUICIDE
+       // =======
+       if(targ == attacker)
+       {
+               if(DEATH_ISSPECIAL(deathtype))
+               {
+                       if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
+                       {
+                               Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
+                       }
+                       else
+                       {
+                               switch(DEATH_ENT(deathtype))
+                               {
+                                       case DEATH_MIRRORDAMAGE:
+                                       {
+                                               Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
+                                               break;
+                                       }
+                                       default:
+                                       {
+                                               Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
+                                               break;
+                                       }
+                               }
+                       }
+               }
+               else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0))
+               {
+                       backtrace("SUICIDE: what the hell happened here?\n");
+                       return;
+               }
+               LogDeath("suicide", deathtype, targ, targ);
++              Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_SUICIDE);
+               if(deathtype != DEATH_AUTOTEAMCHANGE.m_id) // special case: don't negate frags if auto switched
+                       GiveFrags(attacker, targ, -1, deathtype, weaponentity);
+       }
+       // ======
+       // MURDER
+       // ======
+       else if(IS_PLAYER(attacker))
+       {
+               if(SAME_TEAM(attacker, targ))
+               {
+                       LogDeath("tk", deathtype, attacker, targ);
+                       GiveFrags(attacker, targ, -1, deathtype, weaponentity);
+                       CS(attacker).killcount = 0;
+                       Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
+                       Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker_name);
+                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker_name, deathlocation, CS(targ).killcount);
+                       // In this case, the death message will ALWAYS be "foo was betrayed by bar"
+                       // No need for specific death/weapon messages...
+               }
+               else
+               {
+                       LogDeath("frag", deathtype, attacker, targ);
+                       GiveFrags(attacker, targ, 1, deathtype, weaponentity);
+                       CS(attacker).taunt_soundtime = time + 1;
+                       CS(attacker).killcount = CS(attacker).killcount + 1;
+                       attacker.killsound += 1;
+                       // TODO: improve SPREE_ITEM and KILL_SPREE_LIST
+                       // these 2 macros are spread over multiple files
+                       #define SPREE_ITEM(counta,countb,center,normal,gentle) \
+                               case counta: \
+                                       Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
+                                       if (!warmup_stage) \
+                                               PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
+                                       break;
+                       switch(CS(attacker).killcount)
+                       {
+                               KILL_SPREE_LIST
+                               default: break;
+                       }
+                       #undef SPREE_ITEM
+                       if(!warmup_stage && !checkrules_firstblood)
+                       {
+                               checkrules_firstblood = true;
+                               notif_firstblood = true; // modify the current messages so that they too show firstblood information
+                               PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
+                               PlayerStats_GameReport_Event_Player(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
+                               // tell spree_inf and spree_cen that this is a first-blood and first-victim event
+                               kill_count_to_attacker = -1;
+                               kill_count_to_target = -2;
+                       }
+                       else
+                       {
+                               kill_count_to_attacker = CS(attacker).killcount;
+                               kill_count_to_target = 0;
+                       }
+                       if(targ.istypefrag)
+                       {
+                               Send_Notification(
+                                       NOTIF_ONE,
+                                       attacker,
+                                       MSG_CHOICE,
+                                       CHOICE_TYPEFRAG,
+                                       targ.netname,
+                                       kill_count_to_attacker,
+                                       (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping)
+                               );
+                               Send_Notification(
+                                       NOTIF_ONE,
+                                       targ,
+                                       MSG_CHOICE,
+                                       CHOICE_TYPEFRAGGED,
+                                       attacker_name,
+                                       kill_count_to_target,
+                                       GetResource(attacker, RES_HEALTH),
+                                       GetResource(attacker, RES_ARMOR),
+                                       (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
+                               );
+                       }
+                       else if(!frag_centermessage_override(attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target, attacker_name))
+                       {
+                               Send_Notification(
+                                       NOTIF_ONE,
+                                       attacker,
+                                       MSG_CHOICE,
+                                       CHOICE_FRAG,
+                                       targ.netname,
+                                       kill_count_to_attacker,
+                                       (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping)
+                               );
+                               Send_Notification(
+                                       NOTIF_ONE,
+                                       targ,
+                                       MSG_CHOICE,
+                                       CHOICE_FRAGGED,
+                                       attacker_name,
+                                       kill_count_to_target,
+                                       GetResource(attacker, RES_HEALTH),
+                                       GetResource(attacker, RES_ARMOR),
+                                       (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
+                               );
+                       }
+                       int f3 = 0;
+                       if(deathtype == DEATH_BUFF.m_id)
+                               f3 = buff_FirstFromFlags(STAT(BUFFS, attacker)).m_id;
+                       if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker_name, deathlocation, CS(targ).killcount, kill_count_to_attacker))
+                               Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker_name, deathlocation, CS(targ).killcount, kill_count_to_attacker, f3);
+               }
+       }
+       // =============
+       // ACCIDENT/TRAP
+       // =============
+       else
+       {
+               switch(DEATH_ENT(deathtype))
+               {
+                       // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
+                       // Later on you will only be able to make custom messages using DEATH_CUSTOM,
+                       // and there will be a REAL DEATH_VOID implementation which mappers will use.
+                       case DEATH_HURTTRIGGER:
+                       {
+                               Obituary_SpecialDeath(targ, false, deathtype,
+                                       targ.netname,
+                                       inflictor.message,
+                                       deathlocation,
+                                       CS(targ).killcount,
+                                       0,
+                                       0);
+                               break;
+                       }
+                       case DEATH_CUSTOM:
+                       {
+                               Obituary_SpecialDeath(targ, false, deathtype,
+                                       targ.netname,
+                                       ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
+                                       deathlocation,
+                                       CS(targ).killcount,
+                                       0,
+                                       0);
+                               break;
+                       }
+                       default:
+                       {
+                               Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
+                               break;
+                       }
+               }
+               LogDeath("accident", deathtype, targ, targ);
++              Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACCIDENT);
+               GiveFrags(targ, targ, -1, deathtype, weaponentity);
+               if(GameRules_scoring_add(targ, SCORE, 0) == -5)
+               {
+                       Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
+                       if (!warmup_stage)
+                       {
+                               PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
+                       }
+               }
+       }
+       // reset target kill count
+       CS(targ).killcount = 0;
+ }
+ void Ice_Think(entity this)
+ {
+       if(!STAT(FROZEN, this.owner) || this.owner.iceblock != this)
+       {
+               delete(this);
+               return;
+       }
+       vector ice_org = this.owner.origin - '0 0 16';
+       if (this.origin != ice_org)
+               setorigin(this, ice_org);
+       this.nextthink = time;
+ }
+ void Freeze(entity targ, float revivespeed, int frozen_type, bool show_waypoint)
+ {
+       if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // TODO: only specified entities can be freezed
+               return;
+       if(STAT(FROZEN, targ))
+               return;
+       float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
+       STAT(FROZEN, targ) = frozen_type;
+       STAT(REVIVE_PROGRESS, targ) = ((frozen_type == FROZEN_TEMP_DYING) ? 1 : 0);
+       SetResource(targ, RES_HEALTH, ((frozen_type == FROZEN_TEMP_DYING) ? targ_maxhealth : 1));
+       targ.revive_speed = revivespeed;
+       if(targ.bot_attack)
+               IL_REMOVE(g_bot_targets, targ);
+       targ.bot_attack = false;
+       targ.freeze_time = time;
+       entity ice = new(ice);
+       ice.owner = targ;
+       ice.scale = targ.scale;
+       // set_movetype(ice, MOVETYPE_FOLLOW) would rotate the ice model with the player
+       setthink(ice, Ice_Think);
+       ice.nextthink = time;
+       ice.frame = floor(random() * 21); // ice model has 20 different looking frames
+       setmodel(ice, MDL_ICE);
+       ice.alpha = 1;
+       ice.colormod = Team_ColorRGB(targ.team);
+       ice.glowmod = ice.colormod;
+       targ.iceblock = ice;
+       targ.revival_time = 0;
+       Ice_Think(ice);
+       RemoveGrapplingHooks(targ);
+       FOREACH_CLIENT(IS_PLAYER(it),
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+           {
+               .entity weaponentity = weaponentities[slot];
+               if(it.(weaponentity).hook.aiment == targ)
+                       RemoveHook(it.(weaponentity).hook);
+           }
+       });
+       // add waypoint
+       if(MUTATOR_CALLHOOK(Freeze, targ, revivespeed, frozen_type) || show_waypoint)
+               WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
+ }
+ void Unfreeze(entity targ, bool reset_health)
+ {
+       if(!STAT(FROZEN, targ))
+               return;
+       if (reset_health && STAT(FROZEN, targ) != FROZEN_TEMP_DYING)
+               SetResource(targ, RES_HEALTH, ((IS_PLAYER(targ)) ? start_health : targ.max_health));
+       targ.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
+       STAT(FROZEN, targ) = 0;
+       STAT(REVIVE_PROGRESS, targ) = 0;
+       targ.revival_time = time;
+       if(!targ.bot_attack)
+               IL_PUSH(g_bot_targets, targ);
+       targ.bot_attack = true;
+       WaypointSprite_Kill(targ.waypointsprite_attached);
+       FOREACH_CLIENT(IS_PLAYER(it),
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+           {
+               .entity weaponentity = weaponentities[slot];
+               if(it.(weaponentity).hook.aiment == targ)
+                       RemoveHook(it.(weaponentity).hook);
+           }
+       });
+       // remove the ice block
+       if(targ.iceblock)
+               delete(targ.iceblock);
+       targ.iceblock = NULL;
+       MUTATOR_CALLHOOK(Unfreeze, targ);
+ }
+ void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+ {
+       float complainteamdamage = 0;
+       float mirrordamage = 0;
+       float mirrorforce = 0;
+       if (game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR))
+               return;
+       entity attacker_save = attacker;
+       // special rule: gravity bombs and sound-based attacks do not affect team mates (other than for disconnecting the hook)
+       if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || (deathtype & HITTYPE_SOUND))
+       {
+               if(IS_PLAYER(targ) && SAME_TEAM(targ, attacker))
+               {
+                       return;
+               }
+       }
+       if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
+       {
+               // exit the vehicle before killing (fixes a crash)
+               if(IS_PLAYER(targ) && targ.vehicle)
+                       vehicles_exit(targ.vehicle, VHEF_RELEASE);
+               // These are ALWAYS lethal
+               // No damage modification here
+               // Instead, prepare the victim for his death...
+               SetResourceExplicit(targ, RES_ARMOR, 0);
+               targ.spawnshieldtime = 0;
+               SetResourceExplicit(targ, RES_HEALTH, 0.9); // this is < 1
+               targ.flags -= targ.flags & FL_GODMODE;
+               damage = 100000;
+       }
+       else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
+       {
+               // no processing
+       }
+       else
+       {
+               // nullify damage if teamplay is on
+               if(deathtype != DEATH_TELEFRAG.m_id)
+               if(IS_PLAYER(attacker))
+               {
+                       if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
+                       {
+                               damage = 0;
+                               force = '0 0 0';
+                       }
+                       else if(SAME_TEAM(attacker, targ))
+                       {
+                               if(autocvar_teamplay_mode == 1)
+                                       damage = 0;
+                               else if(attacker != targ)
+                               {
+                                       if(autocvar_teamplay_mode == 2)
+                                       {
+                                               if(IS_PLAYER(targ) && !IS_DEAD(targ))
+                                               {
+                                                       attacker.dmg_team = attacker.dmg_team + damage;
+                                                       complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
+                                               }
+                                       }
+                                       else if(autocvar_teamplay_mode == 3)
+                                               damage = 0;
+                                       else if(autocvar_teamplay_mode == 4)
+                                       {
+                                               if(IS_PLAYER(targ) && !IS_DEAD(targ))
+                                               {
+                                                       attacker.dmg_team = attacker.dmg_team + damage;
+                                                       complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
+                                                       if(complainteamdamage > 0)
+                                                               mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
+                                                       mirrorforce = autocvar_g_mirrordamage * vlen(force);
+                                                       damage = autocvar_g_friendlyfire * damage;
+                                                       // mirrordamage will be used LATER
+                                                       if(autocvar_g_mirrordamage_virtual)
+                                                       {
+                                                               vector v  = healtharmor_applydamage(GetResource(attacker, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
+                                                               attacker.dmg_take += v.x;
+                                                               attacker.dmg_save += v.y;
+                                                               attacker.dmg_inflictor = inflictor;
+                                                               mirrordamage = v.z;
+                                                               mirrorforce = 0;
+                                                       }
+                                                       if(autocvar_g_friendlyfire_virtual)
+                                                       {
+                                                               vector v = healtharmor_applydamage(GetResource(targ, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
+                                                               targ.dmg_take += v.x;
+                                                               targ.dmg_save += v.y;
+                                                               targ.dmg_inflictor = inflictor;
+                                                               damage = 0;
+                                                               if(!autocvar_g_friendlyfire_virtual_force)
+                                                                       force = '0 0 0';
+                                                       }
+                                               }
+                                               else if(!targ.canteamdamage)
+                                                       damage = 0;
+                                       }
+                               }
+                       }
+               }
+               if (!DEATH_ISSPECIAL(deathtype))
+               {
+                       damage *= g_weapondamagefactor;
+                       mirrordamage *= g_weapondamagefactor;
+                       complainteamdamage *= g_weapondamagefactor;
+                       force = force * g_weaponforcefactor;
+                       mirrorforce *= g_weaponforcefactor;
+               }
+               // should this be changed at all? If so, in what way?
+               MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force, attacker.(weaponentity));
+               damage = M_ARGV(4, float);
+               mirrordamage = M_ARGV(5, float);
+               force = M_ARGV(6, vector);
+               if(IS_PLAYER(targ) && damage > 0 && attacker)
+               {
+                       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+                   {
+                       .entity went = weaponentities[slot];
+                       if(targ.(went).hook && targ.(went).hook.aiment == attacker)
+                               RemoveHook(targ.(went).hook);
+                   }
+               }
+               if(STAT(FROZEN, targ) && !ITEM_DAMAGE_NEEDKILL(deathtype)
+                       && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
+               {
+                       if(autocvar_g_frozen_revive_falldamage > 0 && deathtype == DEATH_FALL.m_id && damage >= autocvar_g_frozen_revive_falldamage)
+                       {
+                               Unfreeze(targ, false);
+                               SetResource(targ, RES_HEALTH, autocvar_g_frozen_revive_falldamage_health);
+                               Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
+                               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
+                               Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
+                       }
+                       damage = 0;
+                       force *= autocvar_g_frozen_force;
+               }
+               if(IS_PLAYER(targ) && STAT(FROZEN, targ)
+                       && ITEM_DAMAGE_NEEDKILL(deathtype) && !autocvar_g_frozen_damage_trigger)
+               {
+                       Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
+                       entity spot = SelectSpawnPoint(targ, false);
+                       if(spot)
+                       {
+                               damage = 0;
+                               targ.deadflag = DEAD_NO;
+                               targ.angles = spot.angles;
+                               targ.effects = 0;
+                               targ.effects |= EF_TELEPORT_BIT;
+                               targ.angles_z = 0; // never spawn tilted even if the spot says to
+                               targ.fixangle = true; // turn this way immediately
+                               targ.velocity = '0 0 0';
+                               targ.avelocity = '0 0 0';
+                               targ.punchangle = '0 0 0';
+                               targ.punchvector = '0 0 0';
+                               targ.oldvelocity = targ.velocity;
+                               targ.spawnorigin = spot.origin;
+                               setorigin(targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
+                               // don't reset back to last position, even if new position is stuck in solid
+                               targ.oldorigin = targ.origin;
+                               Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
+                       }
+               }
+               if(!MUTATOR_IS_ENABLED(mutator_instagib))
+               {
+                       // apply strength multiplier
+                       if (attacker.items & ITEM_Strength.m_itemid)
+                       {
+                               if(targ == attacker)
+                               {
+                                       damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
+                                       force = force * autocvar_g_balance_powerup_strength_selfforce;
+                               }
+                               else
+                               {
+                                       damage = damage * autocvar_g_balance_powerup_strength_damage;
+                                       force = force * autocvar_g_balance_powerup_strength_force;
+                               }
+                       }
+                       // apply invincibility multiplier
+                       if (targ.items & ITEM_Shield.m_itemid)
+                       {
+                               damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
+                               if (targ != attacker)
+                               {
+                                       force = force * autocvar_g_balance_powerup_invincible_takeforce;
+                               }
+                       }
+               }
+               if (targ == attacker)
+                       damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
+               // count the damage
+               if(attacker)
+               if(!IS_DEAD(targ))
+               if(deathtype != DEATH_BUFF.m_id)
+               if(targ.takedamage == DAMAGE_AIM)
+               if(targ != attacker)
+               {
+                       entity victim;
+                       if(IS_VEHICLE(targ) && targ.owner)
+                               victim = targ.owner;
+                       else
+                               victim = targ;
+                       if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim, attacker))
+                       {
+                               if(DIFF_TEAM(victim, attacker) && !STAT(FROZEN, victim))
+                               {
+                                       if(damage > 0)
+                                       {
+                                               if(deathtype != DEATH_FIRE.m_id)
+                                               {
+                                                       if(PHYS_INPUT_BUTTON_CHAT(victim))
+                                                               attacker.typehitsound += 1;
+                                                       else
+                                                               attacker.damage_dealt += damage;
+                                               }
+                                               damage_goodhits += 1;
+                                               damage_gooddamage += damage;
+                                               if (!DEATH_ISSPECIAL(deathtype))
+                                               {
+                                                       if(IS_PLAYER(targ)) // don't do this for vehicles
+                                                       if(IsFlying(victim))
+                                                               yoda = 1;
+                                               }
+                                       }
+                               }
+                               else if(IS_PLAYER(attacker))
+                               {
+                                       // if enemy gets frozen in this frame and receives other damage don't
+                                       // play the typehitsound e.g. when hit by multiple bullets of the shotgun
+                                       if (deathtype != DEATH_FIRE.m_id && (!STAT(FROZEN, victim) || time > victim.freeze_time))
+                                       {
+                                               attacker.typehitsound += 1;
+                                       }
+                                       if(complainteamdamage > 0)
+                                               if(time > CS(attacker).teamkill_complain)
+                                               {
+                                                       CS(attacker).teamkill_complain = time + 5;
+                                                       CS(attacker).teamkill_soundtime = time + 0.4;
+                                                       CS(attacker).teamkill_soundsource = targ;
+                                               }
+                               }
+                       }
+               }
+       }
+       // apply push
+       if (targ.damageforcescale)
+       if (force)
+       if (!IS_PLAYER(targ) || time >= targ.spawnshieldtime || targ == attacker)
+       {
+               vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
+               if(targ.move_movetype == MOVETYPE_PHYSICS)
+               {
+                       entity farcent = new(farce);
+                       farcent.enemy = targ;
+                       farcent.movedir = farce * 10;
+                       if(targ.mass)
+                               farcent.movedir = farcent.movedir * targ.mass;
+                       farcent.origin = hitloc;
+                       farcent.forcetype = FORCETYPE_FORCEATPOS;
+                       farcent.nextthink = time + 0.1;
+                       setthink(farcent, SUB_Remove);
+               }
+               else if(targ.move_movetype != MOVETYPE_NOCLIP)
+               {
+                       targ.velocity = targ.velocity + farce;
+               }
+               UNSET_ONGROUND(targ);
+               UpdateCSQCProjectile(targ);
+       }
+       // apply damage
+       if (damage != 0 || (targ.damageforcescale && force))
+       if (targ.event_damage)
+               targ.event_damage (targ, inflictor, attacker, damage, deathtype, weaponentity, hitloc, force);
+       // apply mirror damage if any
+       if(!autocvar_g_mirrordamage_onlyweapons || DEATH_WEAPONOF(deathtype) != WEP_Null)
+       if(mirrordamage > 0 || mirrorforce > 0)
+       {
+               attacker = attacker_save;
+               force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
+               Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, weaponentity, attacker.origin, force);
+       }
+ }
+ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe,
+                                                               float inflictorselfdamage, float forceintensity, float forcezscale, int deathtype, .entity weaponentity, entity directhitentity)
+       // Returns total damage applies to creatures
+ {
+       entity  targ;
+       vector  force;
+       float   total_damage_to_creatures;
+       entity  next;
+       float   tfloordmg;
+       float   tfloorforce;
+       float stat_damagedone;
+       if(RadiusDamage_running)
+       {
+               backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
+               return 0;
+       }
+       RadiusDamage_running = 1;
+       tfloordmg = autocvar_g_throughfloor_damage;
+       tfloorforce = autocvar_g_throughfloor_force;
+       total_damage_to_creatures = 0;
+       if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
+               if(!(deathtype & HITTYPE_SOUND)) // do not send radial sound damage (bandwidth hog)
+               {
+                       force = inflictorvelocity;
+                       if(force == '0 0 0')
+                               force = '0 0 -1';
+                       else
+                               force = normalize(force);
+                       if(forceintensity >= 0)
+                               Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
+                       else
+                               Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
+               }
+       stat_damagedone = 0;
+       targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
+       while (targ)
+       {
+               next = targ.chain;
+               if ((targ != inflictor) || inflictorselfdamage)
+               if (((cantbe != targ) && !mustbe) || (mustbe == targ))
+               if (targ.takedamage)
+               {
+                       vector nearest;
+                       vector diff;
+                       float power;
+                       // LordHavoc: measure distance to nearest point on target (not origin)
+                       // (this guarentees 100% damage on a touch impact)
+                       nearest = targ.WarpZone_findradius_nearest;
+                       diff = targ.WarpZone_findradius_dist;
+                       // round up a little on the damage to ensure full damage on impacts
+                       // and turn the distance into a fraction of the radius
+                       power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
+                       //bprint(" ");
+                       //bprint(ftos(power));
+                       //if (targ == attacker)
+                       //      print(ftos(power), "\n");
+                       if (power > 0)
+                       {
+                               float finaldmg;
+                               if (power > 1)
+                                       power = 1;
+                               finaldmg = coredamage * power + edgedamage * (1 - power);
+                               if (finaldmg > 0)
+                               {
+                                       float a;
+                                       float c;
+                                       vector hitloc;
+                                       vector myblastorigin;
+                                       vector center;
+                                       myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
+                                       // if it's a player, use the view origin as reference
+                                       center = CENTER_OR_VIEWOFS(targ);
+                                       force = normalize(center - myblastorigin);
+                                       force = force * (finaldmg / coredamage) * forceintensity;
+                                       hitloc = nearest;
+                                       // apply special scaling along the z axis if set
+                                       // NOTE: 0 value is not allowed for compatibility, in the case of weapon cvars not being set
+                                       if(forcezscale)
+                                               force.z *= forcezscale;
+                                       if(targ != directhitentity)
+                                       {
+                                               float hits;
+                                               float total;
+                                               float hitratio;
+                                               float mininv_f, mininv_d;
+                                               // test line of sight to multiple positions on box,
+                                               // and do damage if any of them hit
+                                               hits = 0;
+                                               // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
+                                               // so for a given max stddev:
+                                               // n = (1 / (2 * max stddev of hitratio))^2
+                                               mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
+                                               mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
+                                               if(autocvar_g_throughfloor_debug)
+                                                       LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
+                                               total = 0.25 * (max(mininv_f, mininv_d) ** 2);
+                                               if(autocvar_g_throughfloor_debug)
+                                                       LOG_INFOF(" steps=%f", total);
+                                               if (IS_PLAYER(targ))
+                                                       total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
+                                               else
+                                                       total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
+                                               if(autocvar_g_throughfloor_debug)
+                                                       LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
+                                               for(c = 0; c < total; ++c)
+                                               {
+                                                       //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
+                                                       WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
+                                                       if (trace_fraction == 1 || trace_ent == targ)
+                                                       {
+                                                               ++hits;
+                                                               if (hits > 1)
+                                                                       hitloc = hitloc + nearest;
+                                                               else
+                                                                       hitloc = nearest;
+                                                       }
+                                                       nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
+                                                       nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
+                                                       nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
+                                               }
+                                               nearest = hitloc * (1 / max(1, hits));
+                                               hitratio = (hits / total);
+                                               a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
+                                               finaldmg = finaldmg * a;
+                                               a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
+                                               force = force * a;
+                                               if(autocvar_g_throughfloor_debug)
+                                                       LOG_INFOF(" D=%f F=%f", finaldmg, vlen(force));
+                                       }
+                                       //if (targ == attacker)
+                                       //{
+                                       //      print("hits ", ftos(hits), " / ", ftos(total));
+                                       //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
+                                       //      print(" (", ftos(a), ")\n");
+                                       //}
+                                       if(finaldmg || force)
+                                       {
+                                               if(targ.iscreature)
+                                               {
+                                                       total_damage_to_creatures += finaldmg;
+                                                       if(accuracy_isgooddamage(attacker, targ))
+                                                               stat_damagedone += finaldmg;
+                                               }
+                                               if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
+                                                       Damage(targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force);
+                                               else
+                                                       Damage(targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force);
+                                       }
+                               }
+                       }
+               }
+               targ = next;
+       }
+       RadiusDamage_running = 0;
+       if(!DEATH_ISSPECIAL(deathtype))
+               accuracy_add(attacker, DEATH_WEAPONOF(deathtype), 0, min(coredamage, stat_damagedone));
+       return total_damage_to_creatures;
+ }
+ float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
+ {
+       return RadiusDamageForSource(inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, 
+                                                                       cantbe, mustbe, false, forceintensity, 1, deathtype, weaponentity, directhitentity);
+ }
+ bool Heal(entity targ, entity inflictor, float amount, float limit)
+ {
+       if(game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR) || STAT(FROZEN, targ) || IS_DEAD(targ))
+               return false;
+       bool healed = false;
+       if(targ.event_heal)
+               healed = targ.event_heal(targ, inflictor, amount, limit);
+       // TODO: additional handling? what if the healing kills them? should this abort if healing would do so etc
+       // TODO: healing fx!
+       // TODO: armor healing?
+       return healed;
+ }
+ float Fire_IsBurning(entity e)
+ {
+       return (time < e.fire_endtime);
+ }
+ float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
+ {
+       float dps;
+       float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
+       if(IS_PLAYER(e))
+       {
+               if(IS_DEAD(e))
+                       return -1;
+       }
+       else
+       {
+               if(!e.fire_burner)
+               {
+                       // print("adding a fire burner to ", e.classname, "\n");
+                       e.fire_burner = new(fireburner);
+                       setthink(e.fire_burner, fireburner_think);
+                       e.fire_burner.nextthink = time;
+                       e.fire_burner.owner = e;
+               }
+       }
+       t = max(t, 0.1);
+       dps = d / t;
+       if(Fire_IsBurning(e))
+       {
+               mintime = e.fire_endtime - time;
+               maxtime = max(mintime, t);
+               mindps = e.fire_damagepersec;
+               maxdps = max(mindps, dps);
+               if(maxtime > mintime || maxdps > mindps)
+               {
+                       // Constraints:
+                       // damage we have right now
+                       mindamage = mindps * mintime;
+                       // damage we want to get
+                       maxdamage = mindamage + d;
+                       // but we can't exceed maxtime * maxdps!
+                       totaldamage = min(maxdamage, maxtime * maxdps);
+                       // LEMMA:
+                       // Look at:
+                       // totaldamage = min(mindamage + d, maxtime * maxdps)
+                       // We see:
+                       // totaldamage <= maxtime * maxdps
+                       // ==> totaldamage / maxdps <= maxtime.
+                       // We also see:
+                       // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
+                       //                     >= min(mintime, maxtime)
+                       // ==> totaldamage / maxdps >= mintime.
+                       /*
+                       // how long do we damage then?
+                       // at least as long as before
+                       // but, never exceed maxdps
+                       totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
+                       */
+                       // alternate:
+                       // at most as long as maximum allowed
+                       // but, never below mindps
+                       totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
+                       // assuming t > mintime, dps > mindps:
+                       // we get d = t * dps = maxtime * maxdps
+                       // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
+                       // totaldamage / maxdps = maxtime
+                       // totaldamage / mindps > totaldamage / maxdps = maxtime
+                       // FROM THIS:
+                       // a) totaltime = max(mintime, maxtime) = maxtime
+                       // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
+                       // assuming t <= mintime:
+                       // we get maxtime = mintime
+                       // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
+                       // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
+                       // assuming dps <= mindps:
+                       // we get mindps = maxdps.
+                       // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
+                       // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
+                       // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
+                       e.fire_damagepersec = totaldamage / totaltime;
+                       e.fire_endtime = time + totaltime;
+                       if(totaldamage > 1.2 * mindamage)
+                       {
+                               e.fire_deathtype = dt;
+                               if(e.fire_owner != o)
+                               {
+                                       e.fire_owner = o;
+                                       e.fire_hitsound = false;
+                               }
+                       }
+                       if(accuracy_isgooddamage(o, e))
+                               accuracy_add(o, DEATH_WEAPONOF(dt), 0, max(0, totaldamage - mindamage));
+                       return max(0, totaldamage - mindamage); // can never be negative, but to make sure
+               }
+               else
+                       return 0;
+       }
+       else
+       {
+               e.fire_damagepersec = dps;
+               e.fire_endtime = time + t;
+               e.fire_deathtype = dt;
+               e.fire_owner = o;
+               e.fire_hitsound = false;
+               if(accuracy_isgooddamage(o, e))
+                       accuracy_add(o, DEATH_WEAPONOF(dt), 0, d);
+               return d;
+       }
+ }
+ void Fire_ApplyDamage(entity e)
+ {
+       float t, d, hi, ty;
+       entity o;
+       if (!Fire_IsBurning(e))
+               return;
+       for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
+       if(IS_NOT_A_CLIENT(o))
+               o = e.fire_owner;
+       // water and slime stop fire
+       if(e.waterlevel)
+       if(e.watertype != CONTENT_LAVA)
+               e.fire_endtime = 0;
+       // ice stops fire
+       if(STAT(FROZEN, e))
+               e.fire_endtime = 0;
+       t = min(frametime, e.fire_endtime - time);
+       d = e.fire_damagepersec * t;
+       hi = e.fire_owner.damage_dealt;
+       ty = e.fire_owner.typehitsound;
+       Damage(e, e, e.fire_owner, d, e.fire_deathtype, DMG_NOWEP, e.origin, '0 0 0');
+       if(e.fire_hitsound && e.fire_owner)
+       {
+               e.fire_owner.damage_dealt = hi;
+               e.fire_owner.typehitsound = ty;
+       }
+       e.fire_hitsound = true;
+       if(!IS_INDEPENDENT_PLAYER(e) && !STAT(FROZEN, e))
+       {
+               IL_EACH(g_damagedbycontents, it.damagedbycontents && it != e,
+               {
+                       if(!IS_DEAD(it) && it.takedamage && !IS_INDEPENDENT_PLAYER(it))
+                       if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
+                       {
+                               t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
+                               d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
+                               Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
+                       }
+               });
+       }
+ }
+ void Fire_ApplyEffect(entity e)
+ {
+       if(Fire_IsBurning(e))
+               e.effects |= EF_FLAME;
+       else
+               e.effects &= ~EF_FLAME;
+ }
+ void fireburner_think(entity this)
+ {
+       // for players, this is done in the regular loop
+       if(wasfreed(this.owner))
+       {
+               delete(this);
+               return;
+       }
+       Fire_ApplyEffect(this.owner);
+       if(!Fire_IsBurning(this.owner))
+       {
+               this.owner.fire_burner = NULL;
+               delete(this);
+               return;
+       }
+       Fire_ApplyDamage(this.owner);
+       this.nextthink = time;
+ }
Simple merge
index 0000000000000000000000000000000000000000,c37998545ff8c7dabd7d87152d06dbd2ef313195..5b27094eaf998bcabf82fe07fcb3beec8c8dbfef
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,2267 +1,2290 @@@
 -
+ #include "world.qh"
+ #include "anticheat.qh"
+ #include "antilag.qh"
+ #include "bot/api.qh"
+ #include "campaign.qh"
+ #include "cheats.qh"
+ #include "client.qh"
+ #include "command/common.qh"
+ #include "command/getreplies.qh"
+ #include "command/sv_cmd.qh"
+ #include "command/vote.qh"
+ #include "hook.qh"
+ #include <server/gamelog.qh>
+ #include <server/damage.qh>
+ #include "ipban.qh"
+ #include "mapvoting.qh"
+ #include <server/mutators/_mod.qh>
+ #include "race.qh"
+ #include "scores.qh"
+ #include "scores_rules.qh"
+ #include "spawnpoints.qh"
+ #include "teamplay.qh"
+ #include "weapons/weaponstats.qh"
+ #include <server/weapons/common.qh>
+ #include "../common/constants.qh"
+ #include <common/net_linked.qh>
+ #include "../common/deathtypes/all.qh"
+ #include <common/gamemodes/_mod.qh>
+ #include "../common/gamemodes/sv_rules.qh"
+ #include "../common/mapinfo.qh"
+ #include "../common/monsters/_mod.qh"
+ #include "../common/monsters/sv_monsters.qh"
+ #include "../common/vehicles/all.qh"
+ #include "../common/notifications/all.qh"
+ #include "../common/physics/player.qh"
+ #include "../common/playerstats.qh"
+ #include "../common/stats.qh"
+ #include "../common/teams.qh"
+ #include <common/mapobjects/triggers.qh>
+ #include "../common/mapobjects/trigger/secret.qh"
+ #include "../common/mapobjects/target/music.qh"
+ #include "../common/util.qh"
+ #include "../common/items/_mod.qh"
+ #include <common/weapons/_all.qh>
+ #include "../common/state.qh"
+ const float LATENCY_THINKRATE = 10;
+ .float latency_sum;
+ .float latency_cnt;
+ .float latency_time;
+ entity pingplreport;
+ void PingPLReport_Think(entity this)
+ {
+       float delta;
+       entity e;
+       delta = 3 / maxclients;
+       if(delta < sys_frametime)
+               delta = 0;
+       this.nextthink = time + delta;
+       e = edict_num(this.cnt + 1);
+       if(IS_CLIENT(e) && IS_REAL_CLIENT(e))
+       {
+               WriteHeader(MSG_BROADCAST, TE_CSQC_PINGPLREPORT);
+               WriteByte(MSG_BROADCAST, this.cnt);
+               WriteShort(MSG_BROADCAST, bound(1, CS(e).ping, 65535));
+               WriteByte(MSG_BROADCAST, min(ceil(CS(e).ping_packetloss * 255), 255));
+               WriteByte(MSG_BROADCAST, min(ceil(CS(e).ping_movementloss * 255), 255));
+               // record latency times for clients throughout the match so we can report it to playerstats
+               if(time > (CS(e).latency_time + LATENCY_THINKRATE))
+               {
+                       CS(e).latency_sum += CS(e).ping;
+                       CS(e).latency_cnt += 1;
+                       CS(e).latency_time = time;
+                       //print("sum: ", ftos(CS(e).latency_sum), ", cnt: ", ftos(CS(e).latency_cnt), ", avg: ", ftos(CS(e).latency_sum / CS(e).latency_cnt), ".\n");
+               }
+       }
+       else
+       {
+               WriteHeader(MSG_BROADCAST, TE_CSQC_PINGPLREPORT);
+               WriteByte(MSG_BROADCAST, this.cnt);
+               WriteShort(MSG_BROADCAST, 0);
+               WriteByte(MSG_BROADCAST, 0);
+               WriteByte(MSG_BROADCAST, 0);
+       }
+       this.cnt = (this.cnt + 1) % maxclients;
+ }
+ void PingPLReport_Spawn()
+ {
+       pingplreport = new_pure(pingplreport);
+       setthink(pingplreport, PingPLReport_Think);
+       pingplreport.nextthink = time;
+ }
+ const float SPAWNFLAG_NO_WAYPOINTS_FOR_ITEMS = 1;
+ string redirection_target;
+ float world_initialized;
+ void SetDefaultAlpha()
+ {
+       if (!MUTATOR_CALLHOOK(SetDefaultAlpha))
+       {
+               default_player_alpha = autocvar_g_player_alpha;
+               if(default_player_alpha == 0)
+                       default_player_alpha = 1;
+               default_weapon_alpha = default_player_alpha;
+       }
+ }
+ void GotoFirstMap(entity this)
+ {
+       float n;
+       if(autocvar__sv_init)
+       {
+               // cvar_set("_sv_init", "0");
+               // we do NOT set this to 0 any more, so someone "accidentally" changing
+               // to this "init" map on a dedicated server will cause no permanent
+               // harm
+               if(autocvar_g_maplist_shuffle)
+                       ShuffleMaplist();
+               n = tokenizebyseparator(autocvar_g_maplist, " ");
+               cvar_set("g_maplist_index", ftos(n - 1)); // jump to map 0 in GotoNextMap
+               MapInfo_Enumerate();
+               MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 0);
+               if(!DoNextMapOverride(1))
+                       GotoNextMap(1);
+               return;
+       }
+       if(time < 5)
+       {
+               this.nextthink = time;
+       }
+       else
+       {
+               this.nextthink = time + 1;
+               LOG_INFO("Waiting for _sv_init being set to 1 by initialization scripts...");
+       }
+ }
+ void cvar_changes_init()
+ {
+       float h;
+       string k, v, d;
+       float n, i, adding, pureadding;
+       strfree(cvar_changes);
+       strfree(cvar_purechanges);
+       cvar_purechanges_count = 0;
+       h = buf_create();
+       buf_cvarlist(h, "", "_"); // exclude all _ cvars as they are temporary
+       n = buf_getsize(h);
+       adding = true;
+       pureadding = true;
+       for(i = 0; i < n; ++i)
+       {
+               k = bufstr_get(h, i);
+ #define BADPREFIX(p) if(substring(k, 0, strlen(p)) == p) continue
+ #define BADPRESUFFIX(p,s) if(substring(k, 0, strlen(p)) == p && substring(k, -strlen(s), -1) == s) continue
+ #define BADCVAR(p) if(k == p) continue
+               // general excludes and namespaces for server admin used cvars
+               BADPREFIX("help_"); // PN's server has this listed as changed, let's not rat him out for THAT
+               // internal
+               BADPREFIX("csqc_");
+               BADPREFIX("cvar_check_");
+               BADCVAR("gamecfg");
+               BADCVAR("g_configversion");
+               BADCVAR("halflifebsp");
+               BADCVAR("sv_mapformat_is_quake2");
+               BADCVAR("sv_mapformat_is_quake3");
+               BADPREFIX("sv_world");
+               // client
+               BADPREFIX("chase_");
+               BADPREFIX("cl_");
+               BADPREFIX("con_");
+               BADPREFIX("scoreboard_");
+               BADPREFIX("g_campaign");
+               BADPREFIX("g_waypointsprite_");
+               BADPREFIX("gl_");
+               BADPREFIX("joy");
+               BADPREFIX("hud_");
+               BADPREFIX("m_");
+               BADPREFIX("menu_");
+               BADPREFIX("net_slist_");
+               BADPREFIX("r_");
+               BADPREFIX("sbar_");
+               BADPREFIX("scr_");
+               BADPREFIX("snd_");
+               BADPREFIX("show");
+               BADPREFIX("sensitivity");
+               BADPREFIX("userbind");
+               BADPREFIX("v_");
+               BADPREFIX("vid_");
+               BADPREFIX("crosshair");
+               BADCVAR("mod_q3bsp_lightmapmergepower");
+               BADCVAR("mod_q3bsp_nolightmaps");
+               BADCVAR("fov");
+               BADCVAR("mastervolume");
+               BADCVAR("volume");
+               BADCVAR("bgmvolume");
+               BADCVAR("in_pitch_min");
+               BADCVAR("in_pitch_max");
+               // private
+               BADCVAR("developer");
+               BADCVAR("log_dest_udp");
+               BADCVAR("net_address");
+               BADCVAR("net_address_ipv6");
+               BADCVAR("port");
+               BADCVAR("savedgamecfg");
+               BADCVAR("serverconfig");
+               BADCVAR("sv_autoscreenshot");
+               BADCVAR("sv_heartbeatperiod");
+               BADCVAR("sv_vote_master_password");
+               BADCVAR("sys_colortranslation");
+               BADCVAR("sys_specialcharactertranslation");
+               BADCVAR("timeformat");
+               BADCVAR("timestamps");
+               BADCVAR("g_require_stats");
+               BADPREFIX("developer_");
+               BADPREFIX("g_ban_");
+               BADPREFIX("g_banned_list");
+               BADPREFIX("g_require_stats_");
+               BADPREFIX("g_chat_flood_");
+               BADPREFIX("g_ghost_items");
+               BADPREFIX("g_playerstats_");
+               BADPREFIX("g_voice_flood_");
+               BADPREFIX("log_file");
+               BADPREFIX("quit_");
+               BADPREFIX("rcon_");
+               BADPREFIX("sv_allowdownloads");
+               BADPREFIX("sv_autodemo");
+               BADPREFIX("sv_curl_");
+               BADPREFIX("sv_eventlog");
+               BADPREFIX("sv_logscores_");
+               BADPREFIX("sv_master");
+               BADPREFIX("sv_weaponstats_");
+               BADPREFIX("sv_waypointsprite_");
+               BADCVAR("rescan_pending");
+               // these can contain player IDs, so better hide
+               BADPREFIX("g_forced_team_");
+               BADCVAR("sv_muteban_list");
+               BADCVAR("sv_voteban_list");
+               BADCVAR("sv_allow_customplayermodels_idlist");
+               BADCVAR("sv_allow_customplayermodels_speciallist");
+               // mapinfo
+               BADCVAR("fraglimit");
+               BADCVAR("g_arena");
+               BADCVAR("g_assault");
+               BADCVAR("g_ca");
+               BADCVAR("g_ca_teams");
+               BADCVAR("g_conquest");
+               BADCVAR("g_conquest_teams");
+               BADCVAR("g_ctf");
+               BADCVAR("g_cts");
+               BADCVAR("g_dotc");
+               BADCVAR("g_dm");
+               BADCVAR("g_domination");
+               BADCVAR("g_domination_default_teams");
+               BADCVAR("g_duel");
+               BADCVAR("g_duel_not_dm_maps");
+               BADCVAR("g_freezetag");
+               BADCVAR("g_freezetag_teams");
+               BADCVAR("g_invasion_teams");
+               BADCVAR("g_invasion_type");
+               BADCVAR("g_jailbreak");
+               BADCVAR("g_jailbreak_teams");
+               BADCVAR("g_keepaway");
+               BADCVAR("g_keyhunt");
+               BADCVAR("g_keyhunt_teams");
+               BADCVAR("g_lms");
+               BADCVAR("g_nexball");
+               BADCVAR("g_onslaught");
+               BADCVAR("g_race");
+               BADCVAR("g_race_laps_limit");
+               BADCVAR("g_race_qualifying_timelimit");
+               BADCVAR("g_race_qualifying_timelimit_override");
+               BADCVAR("g_runematch");
+               BADCVAR("g_shootfromeye");
+               BADCVAR("g_snafu");
+               BADCVAR("g_survival");
+               BADCVAR("g_survival_not_dm_maps");
+               BADCVAR("g_tdm");
+               BADCVAR("g_tdm_on_dm_maps");
+               BADCVAR("g_tdm_teams");
+               BADCVAR("g_vip");
+               BADCVAR("leadlimit");
+               BADCVAR("nextmap");
+               BADCVAR("teamplay");
+               BADCVAR("timelimit");
+               BADCVAR("g_mapinfo_settemp_acl");
+               BADCVAR("g_mapinfo_ignore_warnings");
+               BADCVAR("g_maplist_ignore_sizes");
+               BADCVAR("g_maplist_sizes_count_bots");
+               // long
+               BADCVAR("hostname");
+               BADCVAR("g_maplist");
+               BADCVAR("g_maplist_mostrecent");
+               BADCVAR("sv_motd");
+               v = cvar_string(k);
+               d = cvar_defstring(k);
+               if(v == d)
+                       continue;
+               if(adding)
+               {
+                       cvar_changes = strcat(cvar_changes, k, " \"", v, "\" // \"", d, "\"\n");
+                       if(strlen(cvar_changes) > 16384)
+                       {
+                               cvar_changes = "// too many settings have been changed to show them here\n";
+                               adding = 0;
+                       }
+               }
+               // now check if the changes are actually gameplay relevant
+               // does nothing gameplay relevant
+               BADCVAR("captureleadlimit_override");
+               BADCVAR("condump_stripcolors");
+               BADCVAR("gameversion");
+               BADCVAR("fs_gamedir");
+               BADCVAR("g_allow_oldvortexbeam");
+               BADCVAR("g_balance_kill_delay");
+               BADCVAR("g_buffs_pickup_anyway");
+               BADCVAR("g_buffs_randomize");
+               BADCVAR("g_buffs_randomize_teamplay");
+               BADCVAR("g_campcheck_distance");
+               BADCVAR("g_chatsounds");
+               BADCVAR("g_ca_point_leadlimit");
+               BADCVAR("g_ca_point_limit");
+               BADCVAR("g_ctf_captimerecord_always");
+               BADCVAR("g_ctf_flag_glowtrails");
+               BADCVAR("g_ctf_dynamiclights");
+               BADCVAR("g_ctf_flag_pickup_verbosename");
+               BADPRESUFFIX("g_ctf_flag_", "_model");
+               BADPRESUFFIX("g_ctf_flag_", "_skin");
+               BADCVAR("g_domination_point_leadlimit");
+               BADCVAR("g_forced_respawn");
+               BADCVAR("g_freezetag_point_leadlimit");
+               BADCVAR("g_freezetag_point_limit");
+               BADCVAR("g_glowtrails");
+               BADCVAR("g_hats");
+               BADCVAR("g_casings");
+               BADCVAR("g_invasion_point_limit");
+               BADCVAR("g_jump_grunt");
+               BADCVAR("g_keepaway_ballcarrier_effects");
+               BADCVAR("g_keepawayball_effects");
+               BADCVAR("g_keyhunt_point_leadlimit");
+               BADCVAR("g_nexball_goalleadlimit");
+               BADCVAR("g_new_toys_autoreplace");
+               BADCVAR("g_new_toys_use_pickupsound");
+               BADCVAR("g_physics_predictall");
+               BADCVAR("g_piggyback");
+               BADCVAR("g_playerclip_collisions");
+               BADCVAR("g_spawn_alloweffects");
+               BADCVAR("g_tdm_point_leadlimit");
+               BADCVAR("g_tdm_point_limit");
+               BADCVAR("leadlimit_and_fraglimit");
+               BADCVAR("leadlimit_override");
+               BADCVAR("pausable");
+               BADCVAR("sv_announcer");
+               BADCVAR("sv_checkforpacketsduringsleep");
+               BADCVAR("sv_damagetext");
+               BADCVAR("sv_db_saveasdump");
+               BADCVAR("sv_intermission_cdtrack");
+               BADCVAR("sv_mapchange_delay");
+               BADCVAR("sv_minigames");
+               BADCVAR("sv_namechangetimer");
+               BADCVAR("sv_precacheplayermodels");
+               BADCVAR("sv_radio");
+               BADCVAR("sv_stepheight");
+               BADCVAR("sv_timeout");
+               BADCVAR("sv_weapons_modeloverride");
+               BADCVAR("w_prop_interval");
+               BADPREFIX("chat_");
+               BADPREFIX("crypto_");
+               BADPREFIX("gameversion_");
+               BADPREFIX("g_chat_");
+               BADPREFIX("g_ctf_captimerecord_");
+               BADPREFIX("g_hats_");
+               BADPREFIX("g_maplist_");
+               BADPREFIX("g_mod_");
+               BADPREFIX("g_respawn_");
+               BADPREFIX("net_");
+               BADPREFIX("notification_");
+               BADPREFIX("prvm_");
+               BADPREFIX("skill_");
+               BADPREFIX("sv_allow_");
+               BADPREFIX("sv_cullentities_");
+               BADPREFIX("sv_maxidle_");
+               BADPREFIX("sv_minigames_");
+               BADPREFIX("sv_radio_");
+               BADPREFIX("sv_timeout_");
+               BADPREFIX("sv_vote_");
+               BADPREFIX("timelimit_");
+               // allowed changes to server admins (please sync this to server.cfg)
+               // vi commands:
+               //   :/"impure"/,$d
+               //   :g!,^\/\/[^ /],d
+               //   :%s,//\([^ ]*\).*,BADCVAR("\1");,
+               //   :%!sort
+               // yes, this does contain some redundant stuff, don't really care
+               BADPREFIX("bot_ai_");
+               BADCVAR("bot_config_file");
+               BADCVAR("bot_number");
+               BADCVAR("bot_prefix");
+               BADCVAR("bot_suffix");
+               BADCVAR("capturelimit_override");
+               BADCVAR("fraglimit_override");
+               BADCVAR("gametype");
+               BADCVAR("g_antilag");
+               BADCVAR("g_balance_teams");
+               BADCVAR("g_balance_teams_prevent_imbalance");
+               BADCVAR("g_balance_teams_scorefactor");
+               BADCVAR("g_ban_sync_trusted_servers");
+               BADCVAR("g_ban_sync_uri");
+               BADCVAR("g_buffs");
+               BADCVAR("g_ca_teams_override");
+               BADCVAR("g_ctf_fullbrightflags");
+               BADCVAR("g_ctf_ignore_frags");
+               BADCVAR("g_ctf_leaderboard");
+               BADCVAR("g_domination_point_limit");
+               BADCVAR("g_domination_teams_override");
+               BADCVAR("g_freezetag_teams_override");
+               BADCVAR("g_friendlyfire");
+               BADCVAR("g_fullbrightitems");
+               BADCVAR("g_fullbrightplayers");
+               BADCVAR("g_keyhunt_point_limit");
+               BADCVAR("g_keyhunt_teams_override");
+               BADCVAR("g_lms_lives_override");
+               BADCVAR("g_maplist");
+               BADCVAR("g_maxplayers");
+               BADCVAR("g_mirrordamage");
+               BADCVAR("g_nexball_goallimit");
+               BADCVAR("g_norecoil");
+               BADCVAR("g_physics_clientselect");
+               BADCVAR("g_pinata");
+               BADCVAR("g_powerups");
+               BADCVAR("g_player_brightness");
+               BADCVAR("g_rocket_flying");
+               BADCVAR("g_rocket_flying_disabledelays");
+               BADCVAR("g_spawnshieldtime");
+               BADCVAR("g_start_delay");
+               BADCVAR("g_superspectate");
+               BADCVAR("g_tdm_teams_override");
+               BADCVAR("g_warmup");
+               BADCVAR("g_weapon_stay"); BADPRESUFFIX("g_", "_weapon_stay");
+               BADCVAR("hostname");
+               BADCVAR("log_file");
+               BADCVAR("maxplayers");
+               BADCVAR("minplayers");
+               BADCVAR("minplayers_per_team");
+               BADCVAR("net_address");
+               BADCVAR("port");
+               BADCVAR("rcon_password");
+               BADCVAR("rcon_restricted_commands");
+               BADCVAR("rcon_restricted_password");
+               BADCVAR("skill");
+               BADCVAR("sv_adminnick");
+               BADCVAR("sv_autoscreenshot");
+               BADCVAR("sv_autotaunt");
+               BADCVAR("sv_curl_defaulturl");
+               BADCVAR("sv_defaultcharacter");
+               BADCVAR("sv_defaultcharacterskin");
+               BADCVAR("sv_defaultplayercolors");
+               BADCVAR("sv_defaultplayermodel");
+               BADCVAR("sv_defaultplayerskin");
+               BADCVAR("sv_maxidle");
+               BADCVAR("sv_maxrate");
+               BADCVAR("sv_motd");
+               BADCVAR("sv_public");
+               BADCVAR("sv_ready_restart");
+               BADCVAR("sv_status_privacy");
+               BADCVAR("sv_taunt");
+               BADCVAR("sv_vote_call");
+               BADCVAR("sv_vote_commands");
+               BADCVAR("sv_vote_majority_factor");
+               BADCVAR("sv_vote_master");
+               BADCVAR("sv_vote_master_commands");
+               BADCVAR("sv_vote_master_password");
+               BADCVAR("sv_vote_simple_majority_factor");
+               BADCVAR("teamplay_mode");
+               BADCVAR("timelimit_override");
+               BADPREFIX("g_warmup_");
+               BADPREFIX("sv_info_");
+               BADPREFIX("sv_ready_restart_");
+               // mutators that announce themselves properly to the server browser
+               BADCVAR("g_instagib");
+               BADCVAR("g_new_toys");
+               BADCVAR("g_nix");
+               BADCVAR("g_grappling_hook");
+               BADCVAR("g_jetpack");
+               // temporary for testing
+               // TODO remove before 0.8.3 release
+               BADCVAR("g_ca_weaponarena");
+               BADCVAR("g_freezetag_weaponarena");
+               BADCVAR("g_lms_weaponarena");
+               BADCVAR("g_ctf_stalemate_time");
+               if(cvar_string("g_mod_balance") == "Testing")
+               {
+                       // (temporary) while using the Testing balance, any weapon balance cvars are allowed to be changed
+                       BADPREFIX("g_balance_");
+               }
+ #undef BADPRESUFFIX
+ #undef BADPREFIX
+ #undef BADCVAR
+               if(pureadding)
+               {
+                       cvar_purechanges = strcat(cvar_purechanges, k, " \"", v, "\" // \"", d, "\"\n");
+                       if(strlen(cvar_purechanges) > 16384)
+                       {
+                               cvar_purechanges = "// too many settings have been changed to show them here\n";
+                               pureadding = 0;
+                       }
+               }
+               ++cvar_purechanges_count;
+               // WARNING: this variable is used for the server list
+               // NEVER dare to skip this code!
+               // Hacks to intentionally appearing as "pure server" even though you DO have
+               // modified settings may be punished by removal from the server list.
+               // You can do to the variables cvar_changes and cvar_purechanges all you want,
+               // though.
+       }
+       buf_del(h);
+       if(cvar_changes == "")
+               cvar_changes = "// this server runs at default server settings\n";
+       else
+               cvar_changes = strcat("// this server runs at modified server settings:\n", cvar_changes);
+       cvar_changes = strzone(cvar_changes);
+       if(cvar_purechanges == "")
+               cvar_purechanges = "// this server runs at default gameplay settings\n";
+       else
+               cvar_purechanges = strcat("// this server runs at modified gameplay settings:\n", cvar_purechanges);
+       cvar_purechanges = strzone(cvar_purechanges);
+ }
+ entity randomseed;
+ bool RandomSeed_Send(entity this, entity to, int sf)
+ {
+       WriteHeader(MSG_ENTITY, ENT_CLIENT_RANDOMSEED);
+       WriteShort(MSG_ENTITY, this.cnt);
+       return true;
+ }
+ void RandomSeed_Think(entity this)
+ {
+       this.cnt = bound(0, floor(random() * 65536), 65535);
+       this.nextthink = time + 5;
+       this.SendFlags |= 1;
+ }
+ void RandomSeed_Spawn()
+ {
+       randomseed = new_pure(randomseed);
+       setthink(randomseed, RandomSeed_Think);
+       Net_LinkEntity(randomseed, false, 0, RandomSeed_Send);
+       getthink(randomseed)(randomseed); // sets random seed and nextthink
+ }
+ spawnfunc(__init_dedicated_server)
+ {
+       // handler for _init/_init map (only for dedicated server initialization)
+       world_initialized = -1; // don't complain
+       delete_fn = remove_unsafely;
+       entity e = spawn();
+       setthink(e, GotoFirstMap);
+       e.nextthink = time; // this is usually 1 at this point
+       e = new(info_player_deathmatch);  // safeguard against player joining
+     // assign reflectively to avoid "assignment to world" warning
+     for (int i = 0, n = numentityfields(); i < n; ++i) {
+         string k = entityfieldname(i);
+         if (k == "classname") {
+             // safeguard against various stuff ;)
+             putentityfieldstring(i, this, "worldspawn");
+             break;
+         }
+     }
+       // needs to be done so early because of the constants they create
+       static_init();
+       static_init_late();
+       static_init_precache();
+       IL_PUSH(g_spawnpoints, e); // just incase
+       MapInfo_Enumerate();
+       MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 0);
+ }
+ void __init_dedicated_server_shutdown() {
+       MapInfo_Shutdown();
+ }
+ STATIC_INIT_EARLY(maxclients)
+ {
+       maxclients = 0;
+       for (entity head = nextent(NULL); head; head = nextent(head)) {
+               ++maxclients;
+       }
+ }
+ void default_delayedinit(entity this)
+ {
+       if(!scores_initialized)
+               ScoreRules_generic();
+ }
+ void InitGameplayMode()
+ {
+       VoteReset();
+       // find out good world mins/maxs bounds, either the static bounds found by looking for solid, or the mapinfo specified bounds
+       get_mi_min_max(1);
+       // assign reflectively to avoid "assignment to world" warning
+       int done = 0; for (int i = 0, n = numentityfields(); i < n; ++i) {
+           string k = entityfieldname(i); vector v = (k == "mins") ? mi_min : (k == "maxs") ? mi_max : '0 0 0';
+           if (v) {
+             putentityfieldstring(i, world, sprintf("%v", v));
+             if (++done == 2) break;
+         }
+       }
+       // currently, NetRadiant's limit is 131072 qu for each side
+       // distance from one corner of a 131072qu cube to the opposite corner is approx. 227023 qu
+       // set the distance according to map size but don't go over the limit to avoid issues with float precision
+       // in case somebody makes extremely large maps
+       max_shot_distance = min(230000, vlen(world.maxs - world.mins));
+       MapInfo_LoadMapSettings(mapname);
+       GameRules_teams(false);
+       if (!cvar_value_issafe(world.fog))
+       {
+               LOG_INFO("The current map contains a potentially harmful fog setting, ignored");
+               world.fog = string_null;
+       }
+       if(MapInfo_Map_fog != "")
+       {
+               if(MapInfo_Map_fog == "none")
+                       world.fog = string_null;
+               else
+                       world.fog = strzone(MapInfo_Map_fog);
+       }
+       clientstuff = strzone(MapInfo_Map_clientstuff);
+       MapInfo_ClearTemps();
+       gamemode_name = MapInfo_Type_ToText(MapInfo_LoadedGametype);
+       cache_mutatormsg = strzone("");
+       cache_lastmutatormsg = strzone("");
+       InitializeEntity(NULL, default_delayedinit, INITPRIO_GAMETYPE_FALLBACK);
+ }
+ void Map_MarkAsRecent(string m);
+ float world_already_spawned;
+ spawnfunc(worldspawn)
+ {
+       server_is_dedicated = boolean(stof(cvar_defstring("is_dedicated")));
+       bool wantrestart = false;
+       {
+               if (!server_is_dedicated)
+               {
+                       // force unloading of server pk3 files when starting a listen server
+                       // localcmd("\nfs_rescan\n"); // FIXME: does more harm than good, has unintended side effects. What we really want is to unload temporary pk3s only
+                       // restore csqc_progname too
+                       string expect = "csprogs.dat";
+                       wantrestart = cvar_string("csqc_progname") != expect;
+                       cvar_set("csqc_progname", expect);
+               }
+               else
+               {
+                       // Try to use versioned csprogs from pk3
+                       // Only ever use versioned csprogs.dat files on dedicated servers;
+                       // we need to reset csqc_progname on clients ourselves, and it's easier if the client's release name is constant
+                       string pk3csprogs = "csprogs-" WATERMARK ".dat";
+                       // This always works; fall back to it if a versioned csprogs.dat is suddenly missing
+                       string select = "csprogs.dat";
+                       if (fexists(pk3csprogs)) select = pk3csprogs;
+                       if (cvar_string("csqc_progname") != select)
+                       {
+                               cvar_set("csqc_progname", select);
+                               wantrestart = true;
+                       }
+                       // Check for updates on startup
+                       // We do it this way for atomicity so that connecting clients still match the server progs and don't disconnect
+                       int sentinel = fopen("progs.txt", FILE_READ);
+                       if (sentinel >= 0)
+                       {
+                               string switchversion = fgets(sentinel);
+                               fclose(sentinel);
+                               if (switchversion != "" && switchversion != WATERMARK)
+                               {
+                                       LOG_INFOF("Switching progs: " WATERMARK " -> %s", switchversion);
+                                       // if it doesn't exist, assume either:
+                                       //   a) the current program was overwritten
+                                       //   b) this is a client only update
+                                       string newprogs = sprintf("progs-%s.dat", switchversion);
+                                       if (fexists(newprogs))
+                                       {
+                                               cvar_set("sv_progs", newprogs);
+                                               wantrestart = true;
+                                       }
+                                       string newcsprogs = sprintf("csprogs-%s.dat", switchversion);
+                                       if (fexists(newcsprogs))
+                                       {
+                                               cvar_set("csqc_progname", newcsprogs);
+                                               wantrestart = true;
+                                       }
+                               }
+                       }
+               }
+               if (wantrestart)
+               {
+                       LOG_INFO("Restart requested");
+                       changelevel(mapname);
+                       // let initialization continue, shutdown depends on it
+               }
+       }
+       if(world_already_spawned)
+               error("world already spawned - you may have EXACTLY ONE worldspawn!");
+       world_already_spawned = true;
+       delete_fn = remove_safely; // during spawning, watch what you remove!
+       cvar_changes_init(); // do this very early now so it REALLY matches the server config
+       // needs to be done so early because of the constants they create
+       static_init();
+       ServerProgsDB = db_load(strcat("server.db", autocvar_sessionid));
+       TemporaryDB = db_create();
+       // 0 normal
+       lightstyle(0, "m");
+       // 1 FLICKER (first variety)
+       lightstyle(1, "mmnmmommommnonmmonqnmmo");
+       // 2 SLOW STRONG PULSE
+       lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
+       // 3 CANDLE (first variety)
+       lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
+       // 4 FAST STROBE
+       lightstyle(4, "mamamamamama");
+       // 5 GENTLE PULSE 1
+       lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
+       // 6 FLICKER (second variety)
+       lightstyle(6, "nmonqnmomnmomomno");
+       // 7 CANDLE (second variety)
+       lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
+       // 8 CANDLE (third variety)
+       lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
+       // 9 SLOW STROBE (fourth variety)
+       lightstyle(9, "aaaaaaaazzzzzzzz");
+       // 10 FLUORESCENT FLICKER
+       lightstyle(10, "mmamammmmammamamaaamammma");
+       // 11 SLOW PULSE NOT FADE TO BLACK
+       lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
+       // styles 32-62 are assigned by the spawnfunc_light program for switchable lights
+       // 63 testing
+       lightstyle(63, "a");
+       if(autocvar_g_campaign)
+               CampaignPreInit();
+       Map_MarkAsRecent(mapname);
+       PlayerStats_GameReport_Init(); // we need this to be initiated before InitGameplayMode
+       InitGameplayMode();
+       static_init_late();
+       static_init_precache();
+       readlevelcvars();
+       GrappleHookInit();
+       GameRules_limit_fallbacks();
+       if(warmup_limit == 0)
+               warmup_limit = (autocvar_timelimit > 0) ? autocvar_timelimit * 60 : autocvar_timelimit;
+       player_count = 0;
+       bot_waypoints_for_items = autocvar_g_waypoints_for_items;
+       if(bot_waypoints_for_items == 1)
+               if(this.spawnflags & SPAWNFLAG_NO_WAYPOINTS_FOR_ITEMS)
+                       bot_waypoints_for_items = 0;
+       WaypointSprite_Init();
+       GameLogInit(); // prepare everything
+       // NOTE for matchid:
+       // changing the logic generating it is okay. But:
+       // it HAS to stay <= 64 chars
+       // character set: ASCII 33-126 without the following characters: : ; ' " \ $
+       if(autocvar_sv_eventlog)
+       {
+               string s = sprintf("%s.%s.%06d", itos(autocvar_sv_eventlog_files_counter), strftime(false, "%s"), floor(random() * 1000000));
+               matchid = strzone(s);
+               GameLogEcho(strcat(":gamestart:", GetGametype(), "_", GetMapname(), ":", s));
+               s = ":gameinfo:mutators:LIST";
+               MUTATOR_CALLHOOK(BuildMutatorsString, s);
+               s = M_ARGV(0, string);
+               // initialiation stuff, not good in the mutator system
+               if(!autocvar_g_use_ammunition)
+                       s = strcat(s, ":no_use_ammunition");
+               // initialiation stuff, not good in the mutator system
+               if(autocvar_g_pickup_items == 0)
+                       s = strcat(s, ":no_pickup_items");
+               if(autocvar_g_pickup_items > 0)
+                       s = strcat(s, ":pickup_items");
+               // initialiation stuff, not good in the mutator system
+               if(autocvar_g_weaponarena != "0")
+                       s = strcat(s, ":", autocvar_g_weaponarena, " arena");
+               // TODO to mutator system
+               if(autocvar_g_norecoil)
+                       s = strcat(s, ":norecoil");
+               // TODO to mutator system
+               if(autocvar_g_powerups == 0)
+                       s = strcat(s, ":no_powerups");
+               if(autocvar_g_powerups > 0)
+                       s = strcat(s, ":powerups");
+               GameLogEcho(s);
+               GameLogEcho(":gameinfo:end");
+       }
+       else
+               matchid = strzone(ftos(random()));
+       cvar_set("nextmap", "");
+       SetDefaultAlpha();
+       if(autocvar_g_campaign)
+               CampaignPostInit();
+       Ban_LoadBans();
+       MapInfo_Enumerate();
+       MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 1);
+       if(fexists(strcat("scripts/", mapname, ".arena")))
+               cvar_settemp("sv_q3acompat_machineshotgunswap", "1");
+       if(fexists(strcat("scripts/", mapname, ".defi")))
+               cvar_settemp("sv_q3defragcompat", "1");
+       if(whichpack(strcat("maps/", mapname, ".cfg")) != "")
+       {
+               int fd = fopen(strcat("maps/", mapname, ".cfg"), FILE_READ);
+               if(fd != -1)
+               {
+                       string s;
+                       while((s = fgets(fd)))
+                       {
+                               int l = tokenize_console(s);
+                               if(l < 2)
+                                       continue;
+                               if(argv(0) == "cd")
+                               {
+                                       string trackname = argv(2);
+                                       LOG_INFO("Found ^1UNSUPPORTED^7 cd loop command in .cfg file; put this line in mapinfo instead:");
+                                       LOG_INFO("  cdtrack ", trackname);
+                                       if (cvar_value_issafe(trackname))
+                                       {
+                                               string newstuff = strcat(clientstuff, "cd loop \"", trackname, "\"\n");
+                                               strcpy(clientstuff, newstuff);
+                                       }
+                               }
+                               else if(argv(0) == "fog")
+                               {
+                                       LOG_INFO("Found ^1UNSUPPORTED^7 fog command in .cfg file; put this line in worldspawn in the .map/.bsp/.ent file instead:");
+                                       LOG_INFO("  \"fog\" \"", s, "\"");
+                               }
+                               else if(argv(0) == "set")
+                               {
+                                       LOG_INFO("Found ^1UNSUPPORTED^7 set command in .cfg file; put this line in mapinfo instead:");
+                                       LOG_INFO("  clientsettemp_for_type all ", argv(1), " ", argv(2));
+                               }
+                               else if(argv(0) != "//")
+                               {
+                                       LOG_INFO("Found ^1UNSUPPORTED^7 set command in .cfg file; put this line in mapinfo instead:");
+                                       LOG_INFO("  clientsettemp_for_type all ", argv(0), " ", argv(1));
+                               }
+                       }
+                       fclose(fd);
+               }
+       }
+       WeaponStats_Init();
+       Nagger_Init();
+       // set up information replies for clients and server to use
+       maplist_reply = strzone(getmaplist());
+       lsmaps_reply = strzone(getlsmaps());
+       monsterlist_reply = strzone(getmonsterlist());
+       for(int i = 0; i < 10; ++i)
+       {
+               string s = getrecords(i);
+               if (s)
+                       records_reply[i] = strzone(s);
+       }
+       ladder_reply = strzone(getladder());
+       rankings_reply = strzone(getrankings());
+       // begin other init
+       ClientInit_Spawn();
+       RandomSeed_Spawn();
+       PingPLReport_Spawn();
+       CheatInit();
+       if (!wantrestart) localcmd("\n_sv_hook_gamestart ", GetGametype(), "\n");
+       // fill sv_curl_serverpackages from .serverpackage files
+       if (autocvar_sv_curl_serverpackages_auto)
+       {
+               string s = "csprogs-" WATERMARK ".txt";
+               // remove automatically managed files from the list to prevent duplicates
+               for (int i = 0, n = tokenize_console(cvar_string("sv_curl_serverpackages")); i < n; ++i)
+               {
+                       string pkg = argv(i);
+                       if (startsWith(pkg, "csprogs-")) continue;
+                       if (endsWith(pkg, "-serverpackage.txt")) continue;
+                       if (endsWith(pkg, ".serverpackage")) continue;  // OLD legacy
+                       s = cons(s, pkg);
+               }
+               // add automatically managed files to the list
+               #define X(match) MACRO_BEGIN \
+                       int fd = search_begin(match, true, false); \
+                       if (fd >= 0) \
+                       { \
+                               for (int i = 0, j = search_getsize(fd); i < j; ++i) \
+                               { \
+                                       s = cons(s, search_getfilename(fd, i)); \
+                               } \
+                               search_end(fd); \
+                       } \
+               MACRO_END
+               X("*-serverpackage.txt");
+               X("*.serverpackage");
+               #undef X
+               cvar_set("sv_curl_serverpackages", s);
+       }
+       // MOD AUTHORS: change this, and possibly remove a few of the blocks below to ignore certain changes
+       modname = "Xonotic";
+       // physics/balance/config changes that count as mod
+       if(cvar_string("g_mod_physics") != cvar_defstring("g_mod_physics"))
+               modname = cvar_string("g_mod_physics");
+       if(cvar_string("g_mod_balance") != cvar_defstring("g_mod_balance") && cvar_string("g_mod_balance") != "Testing")
+               modname = cvar_string("g_mod_balance");
+       if(cvar_string("g_mod_config") != cvar_defstring("g_mod_config"))
+               modname = cvar_string("g_mod_config");
+       // extra mutators that deserve to count as mod
+       MUTATOR_CALLHOOK(SetModname, modname);
+       modname = M_ARGV(0, string);
+       // save it for later
+       modname = strzone(modname);
+       WinningConditionHelper(this); // set worldstatus
+       world_initialized = 1;
+       __spawnfunc_spawn_all();
+ }
+ spawnfunc(light)
+ {
+       //makestatic (this); // Who the f___ did that?
+       delete(this);
+ }
+ string GetGametype()
+ {
+       return MapInfo_Type_ToString(MapInfo_LoadedGametype);
+ }
+ string GetMapname()
+ {
+       return mapname;
+ }
+ float Map_Count, Map_Current;
+ string Map_Current_Name;
+ // NOTE: this now expects the map list to be already tokenized and the count in Map_Count
+ int GetMaplistPosition()
+ {
+       string map = GetMapname();
+       int idx = autocvar_g_maplist_index;
+       if(idx >= 0)
+       {
+               if(idx < Map_Count)
+               {
+                       if(map == argv(idx))
+                       {
+                               return idx;
+                       }
+               }
+       }
+       for(int pos = 0; pos < Map_Count; ++pos)
+       {
+               if(map == argv(pos))
+                       return pos;
+       }
+       // resume normal maplist rotation if current map is not in g_maplist
+       return idx;
+ }
+ bool MapHasRightSize(string map)
+ {
+       int minplayers = max(0, floor(autocvar_minplayers));
+       if (teamplay)
+               minplayers = max(0, floor(autocvar_minplayers_per_team) * AvailableTeams());
+       if (autocvar_g_maplist_check_waypoints
+               && (currentbots || autocvar_bot_number || player_count < minplayers))
+       {
+               string checkwp_msg = strcat("checkwp ", map);
+               if(!fexists(strcat("maps/", map, ".waypoints")))
+               {
+                       LOG_TRACE(checkwp_msg, ": no waypoints");
+                       return false;
+               }
+               LOG_TRACE(checkwp_msg, ": has waypoints");
+       }
+       if(autocvar_g_maplist_ignore_sizes)
+               return true;
+       // open map size restriction file
+       string opensize_msg = strcat("opensize ", map);
+       float fh = fopen(strcat("maps/", map, ".sizes"), FILE_READ);
+       int player_limit = ((autocvar_g_maplist_sizes_count_maxplayers) ? GetPlayerLimit() : 0);
+       int pcount = ((player_limit > 0) ? min(player_count, player_limit) : player_count); // bind it to the player limit so that forced spectators don't influence the limits
+       if(!autocvar_g_maplist_sizes_count_bots)
+               pcount -= currentbots;
+       if(fh >= 0)
+       {
+               opensize_msg = strcat(opensize_msg, ": ok, ");
+               int mapmin = stoi(fgets(fh));
+               int mapmax = stoi(fgets(fh));
+               fclose(fh);
+               if(pcount < mapmin)
+               {
+                       LOG_TRACE(opensize_msg, "not enough");
+                       return false;
+               }
+               if(mapmax && pcount > mapmax)
+               {
+                       LOG_TRACE(opensize_msg, "too many");
+                       return false;
+               }
+               LOG_TRACE(opensize_msg, "right size");
+               return true;
+       }
+       LOG_TRACE(opensize_msg, ": not found");
+       return true;
+ }
+ string Map_Filename(float position)
+ {
+       return strcat("maps/", argv(position), ".bsp");
+ }
+ void Map_MarkAsRecent(string m)
+ {
+       cvar_set("g_maplist_mostrecent", strwords(cons(m, autocvar_g_maplist_mostrecent), max(0, autocvar_g_maplist_mostrecent_count)));
+ }
+ float Map_IsRecent(string m)
+ {
+       return strhasword(autocvar_g_maplist_mostrecent, m);
+ }
+ float Map_Check(float position, float pass)
+ {
+       string filename;
+       string map_next;
+       map_next = argv(position);
+       if(pass <= 1)
+       {
+               if(Map_IsRecent(map_next))
+                       return 0;
+       }
+       filename = Map_Filename(position);
+       if(MapInfo_CheckMap(map_next))
+       {
+               if(pass == 2)
+                       return 1;
+               if(MapHasRightSize(map_next))
+                       return 1;
+               return 0;
+       }
+       else
+               LOG_DEBUG( "Couldn't select '", filename, "'..." );
+       return 0;
+ }
+ void Map_Goto_SetStr(string nextmapname)
+ {
+       if(getmapname_stored != "")
+               strunzone(getmapname_stored);
+       if(nextmapname == "")
+               getmapname_stored = "";
+       else
+               getmapname_stored = strzone(nextmapname);
+ }
+ void Map_Goto_SetFloat(float position)
+ {
+       cvar_set("g_maplist_index", ftos(position));
+       Map_Goto_SetStr(argv(position));
+ }
+ void Map_Goto(float reinit)
+ {
+       MapInfo_LoadMap(getmapname_stored, reinit);
+ }
+ // return codes of map selectors:
+ //   -1 = temporary failure (that is, try some method that is guaranteed to succeed)
+ //   -2 = permanent failure
+ float MaplistMethod_Iterate() // usual method
+ {
+       float pass, i;
+       LOG_TRACE("Trying MaplistMethod_Iterate");
+       for(pass = 1; pass <= 2; ++pass)
+       {
+               for(i = 1; i < Map_Count; ++i)
+               {
+                       float mapindex;
+                       mapindex = (i + Map_Current) % Map_Count;
+                       if(Map_Check(mapindex, pass))
+                               return mapindex;
+               }
+       }
+       return -1;
+ }
+ float MaplistMethod_Repeat() // fallback method
+ {
+       LOG_TRACE("Trying MaplistMethod_Repeat");
+       if(Map_Check(Map_Current, 2))
+               return Map_Current;
+       return -2;
+ }
+ float MaplistMethod_Random() // random map selection
+ {
+       float i, imax;
+       LOG_TRACE("Trying MaplistMethod_Random");
+       imax = 42;
+       for(i = 0; i <= imax; ++i)
+       {
+               float mapindex;
+               mapindex = (Map_Current + floor(random() * (Map_Count - 1) + 1)) % Map_Count; // any OTHER map
+               if(Map_Check(mapindex, 1))
+                       return mapindex;
+       }
+       return -1;
+ }
+ float MaplistMethod_Shuffle(float exponent) // more clever shuffling
+ // the exponent sets a bias on the map selection:
+ // the higher the exponent, the less likely "shortly repeated" same maps are
+ {
+       float i, j, imax, insertpos;
+       LOG_TRACE("Trying MaplistMethod_Shuffle");
+       imax = 42;
+       for(i = 0; i <= imax; ++i)
+       {
+               string newlist;
+               // now reinsert this at another position
+               insertpos = (random() ** (1 / exponent));       // ]0, 1]
+               insertpos = insertpos * (Map_Count - 1);       // ]0, Map_Count - 1]
+               insertpos = ceil(insertpos) + 1;               // {2, 3, 4, ..., Map_Count}
+               LOG_TRACE("SHUFFLE: insert pos = ", ftos(insertpos));
+               // insert the current map there
+               newlist = "";
+               for(j = 1; j < insertpos; ++j)                 // i == 1: no loop, will be inserted as first; however, i == 1 has been excluded above
+                       newlist = strcat(newlist, " ", argv(j));
+               newlist = strcat(newlist, " ", argv(0));       // now insert the just selected map
+               for(j = insertpos; j < Map_Count; ++j)         // i == Map_Count: no loop, has just been inserted as last
+                       newlist = strcat(newlist, " ", argv(j));
+               newlist = substring(newlist, 1, strlen(newlist) - 1);
+               cvar_set("g_maplist", newlist);
+               Map_Count = tokenizebyseparator(autocvar_g_maplist, " ");
+               // NOTE: the selected map has just been inserted at (insertpos-1)th position
+               Map_Current = insertpos - 1; // this is not really valid, but this way the fallback has a chance of working
+               if(Map_Check(Map_Current, 1))
+                       return Map_Current;
+       }
+       return -1;
+ }
+ void Maplist_Init()
+ {
+       float i = Map_Count = 0;
+       if(autocvar_g_maplist != "")
+       {
+               Map_Count = tokenizebyseparator(autocvar_g_maplist, " ");
+               for (i = 0; i < Map_Count; ++i)
+               {
+                       if (Map_Check(i, 2))
+                               break;
+               }
+       }
+       if (i == Map_Count)
+       {
+               bprint( "Maplist contains no usable maps!  Resetting it to default map list.\n" );
+               cvar_set("g_maplist", MapInfo_ListAllAllowedMaps(MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags() | MAPINFO_FLAG_NOAUTOMAPLIST));
+               if(autocvar_g_maplist_shuffle)
+                       ShuffleMaplist();
+               if(!server_is_dedicated)
+                       localcmd("\nmenu_cmd sync\n");
+               Map_Count = tokenizebyseparator(autocvar_g_maplist, " ");
+       }
+       if(Map_Count == 0)
+               error("empty maplist, cannot select a new map");
+       Map_Current = bound(0, GetMaplistPosition(), Map_Count - 1);
+       strcpy(Map_Current_Name, argv(Map_Current)); // will be automatically freed on exit thanks to DP
+       // this may or may not be correct, but who cares, in the worst case a map
+       // isn't chosen in the first pass that should have been
+ }
+ string GetNextMap()
+ {
+       Maplist_Init();
+       float nextMap = -1;
+       if(nextMap == -1)
+               if(autocvar_g_maplist_shuffle > 0)
+                       nextMap = MaplistMethod_Shuffle(autocvar_g_maplist_shuffle + 1);
+       if(nextMap == -1)
+               if(autocvar_g_maplist_selectrandom)
+                       nextMap = MaplistMethod_Random();
+       if(nextMap == -1)
+               nextMap = MaplistMethod_Iterate();
+       if(nextMap == -1)
+               nextMap = MaplistMethod_Repeat();
+       if(nextMap >= 0)
+       {
+               Map_Goto_SetFloat(nextMap);
+               return getmapname_stored;
+       }
+       return "";
+ }
+ float DoNextMapOverride(float reinit)
+ {
+       if(autocvar_g_campaign)
+       {
+               CampaignPostIntermission();
+               alreadychangedlevel = true;
+               return true;
+       }
+       if(autocvar_quit_when_empty)
+       {
+               if(player_count <= currentbots)
+               {
+                       localcmd("quit\n");
+                       alreadychangedlevel = true;
+                       return true;
+               }
+       }
+       if(autocvar_quit_and_redirect != "")
+       {
+               redirection_target = strzone(autocvar_quit_and_redirect);
+               alreadychangedlevel = true;
+               return true;
+       }
+       if (!reinit && autocvar_samelevel) // if samelevel is set, stay on same level
+       {
+               localcmd("restart\n");
+               alreadychangedlevel = true;
+               return true;
+       }
+       if(autocvar_nextmap != "")
+       {
+               string m;
+               m = GameTypeVote_MapInfo_FixName(autocvar_nextmap);
+               cvar_set("nextmap",m);
+               if(!m || gametypevote)
+                       return false;
+               if(autocvar_sv_vote_gametype)
+               {
+                       Map_Goto_SetStr(m);
+                       return false;
+               }
+               if(MapInfo_CheckMap(m))
+               {
+                       Map_Goto_SetStr(m);
+                       Map_Goto(reinit);
+                       alreadychangedlevel = true;
+                       return true;
+               }
+       }
+       if(!reinit && autocvar_lastlevel)
+       {
+               cvar_settemp_restore();
+               localcmd("set lastlevel 0\ntogglemenu 1\n");
+               alreadychangedlevel = true;
+               return true;
+       }
+       return false;
+ }
+ void GotoNextMap(float reinit)
+ {
+       //string nextmap;
+       //float n, nummaps;
+       //string s;
+       if (alreadychangedlevel)
+               return;
+       alreadychangedlevel = true;
+       string nextMap = GetNextMap();
+       if(nextMap == "")
+               error("Everything is broken - cannot find a next map. Please report this to the developers.");
+       Map_Goto(reinit);
+ }
+ /*
+ ============
+ IntermissionThink
+ When the player presses attack or jump, change to the next level
+ ============
+ */
+ .float autoscreenshot;
+ void IntermissionThink(entity this)
+ {
+       FixIntermissionClient(this);
+       float server_screenshot = (autocvar_sv_autoscreenshot && CS(this).cvar_cl_autoscreenshot);
+       float client_screenshot = (CS(this).cvar_cl_autoscreenshot == 2);
+       if( (server_screenshot || client_screenshot)
+               && ((this.autoscreenshot > 0) && (time > this.autoscreenshot)) )
+       {
+               this.autoscreenshot = -1;
+               if(IS_REAL_CLIENT(this)) { stuffcmd(this, sprintf("\nscreenshot screenshots/autoscreenshot/%s-%s.jpg; echo \"^5A screenshot has been taken at request of the server.\"\n", GetMapname(), strftime(false, "%s"))); }
+               return;
+       }
+       if (time < intermission_exittime)
+               return;
+       if(!mapvote_initialized)
+               if (time < intermission_exittime + 10 && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_ATCK2(this) || PHYS_INPUT_BUTTON_HOOK(this) || PHYS_INPUT_BUTTON_USE(this)))
+                       return;
+       MapVote_Start();
+ }
+ /*
+ ===============================================================================
+ RULES
+ ===============================================================================
+ */
+ void DumpStats(float final)
+ {
+       float file;
+       string s;
+       float to_console;
+       float to_eventlog;
+       float to_file;
+       float i;
+       to_console = autocvar_sv_logscores_console;
+       to_eventlog = autocvar_sv_eventlog;
+       to_file = autocvar_sv_logscores_file;
+       if(!final)
+       {
+               to_console = true; // always print printstats replies
+               to_eventlog = false; // but never print them to the event log
+       }
+       if(to_eventlog)
+               if(autocvar_sv_eventlog_console)
+                       to_console = false; // otherwise we get the output twice
+       if(final)
+               s = ":scores:";
+       else
+               s = ":status:";
+       s = strcat(s, GetGametype(), "_", GetMapname(), ":", ftos(rint(time)));
+       if(to_console)
+               LOG_INFO(s);
+       if(to_eventlog)
+               GameLogEcho(s);
+       file = -1;
+       if(to_file)
+       {
+               file = fopen(autocvar_sv_logscores_filename, FILE_APPEND);
+               if(file == -1)
+                       to_file = false;
+               else
+                       fputs(file, strcat(s, "\n"));
+       }
+       s = strcat(":labels:player:", GetPlayerScoreString(NULL, 0));
+       if(to_console)
+               LOG_INFO(s);
+       if(to_eventlog)
+               GameLogEcho(s);
+       if(to_file)
+               fputs(file, strcat(s, "\n"));
+       FOREACH_CLIENT(IS_REAL_CLIENT(it) || (IS_BOT_CLIENT(it) && autocvar_sv_logscores_bots), {
+               s = strcat(":player:see-labels:", GetPlayerScoreString(it, 0), ":");
+               s = strcat(s, ftos(rint(time - CS(it).jointime)), ":");
+               if(IS_PLAYER(it) || MUTATOR_CALLHOOK(GetPlayerStatus, it))
+                       s = strcat(s, ftos(it.team), ":");
+               else
+                       s = strcat(s, "spectator:");
+               if(to_console)
+                       LOG_INFO(s, playername(it, false));
+               if(to_eventlog)
+                       GameLogEcho(strcat(s, ftos(it.playerid), ":", playername(it, false)));
+               if(to_file)
+                       fputs(file, strcat(s, playername(it, false), "\n"));
+       });
+       if(teamplay)
+       {
+               s = strcat(":labels:teamscores:", GetTeamScoreString(0, 0));
+               if(to_console)
+                       LOG_INFO(s);
+               if(to_eventlog)
+                       GameLogEcho(s);
+               if(to_file)
+                       fputs(file, strcat(s, "\n"));
+               for(i = 1; i < 16; ++i)
+               {
+                       s = strcat(":teamscores:see-labels:", GetTeamScoreString(i, 0));
+                       s = strcat(s, ":", ftos(i));
+                       if(to_console)
+                               LOG_INFO(s);
+                       if(to_eventlog)
+                               GameLogEcho(s);
+                       if(to_file)
+                               fputs(file, strcat(s, "\n"));
+               }
+       }
+       if(to_console)
+               LOG_INFO(":end");
+       if(to_eventlog)
+               GameLogEcho(":end");
+       if(to_file)
+       {
+               fputs(file, ":end\n");
+               fclose(file);
+       }
+ }
+ void FixIntermissionClient(entity e)
+ {
+       if(!e.autoscreenshot) // initial call
+       {
+               e.autoscreenshot = time + 0.8;  // used for autoscreenshot
+               SetResourceExplicit(e, RES_HEALTH, -2342);
+               // first intermission phase; voting phase has positive health (used to decide whether to send SVC_FINALE or not)
+               for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                   .entity weaponentity = weaponentities[slot];
+                       if(e.(weaponentity))
+                       {
+                               e.(weaponentity).effects = EF_NODRAW;
+                               if (e.(weaponentity).weaponchild)
+                                       e.(weaponentity).weaponchild.effects = EF_NODRAW;
+                       }
+               }
+               if(IS_REAL_CLIENT(e))
+               {
+                       stuffcmd(e, "\nscr_printspeed 1000000\n");
+                       RandomSelection_Init();
+                       FOREACH_WORD(autocvar_sv_intermission_cdtrack, true, {
+                               RandomSelection_AddString(it, 1, 1);
+                       });
+                       if (RandomSelection_chosen_string != "")
+                       {
+                               stuffcmd(e, sprintf("\ncd loop %s\n", RandomSelection_chosen_string));
+                       }
+                       msg_entity = e;
+                       WriteByte(MSG_ONE, SVC_INTERMISSION);
+               }
+       }
+ }
+ /*
+ go to the next level for deathmatch
+ only called if a time or frag limit has expired
+ */
+ void NextLevel()
+ {
+       game_stopped = true;
+       intermission_running = 1; // game over
+       // enforce a wait time before allowing changelevel
+       if(player_count > 0)
+               intermission_exittime = time + autocvar_sv_mapchange_delay;
+       else
+               intermission_exittime = -1;
+       /*
+       WriteByte (MSG_ALL, SVC_CDTRACK);
+       WriteByte (MSG_ALL, 3);
+       WriteByte (MSG_ALL, 3);
+       // done in FixIntermission
+       */
+       //pos = FindIntermission ();
++      
++      sound(NULL, CH_INFO, SND_ENDMATCH, VOL_BASE, ATTN_NONE);
+       VoteReset();
+       DumpStats(true);
+       // send statistics
+       PlayerStats_GameReport(true);
+       WeaponStats_Shutdown();
+       Kill_Notification(NOTIF_ALL, NULL, MSG_CENTER, CPID_Null); // kill all centerprints now
+       if(autocvar_sv_eventlog)
+               GameLogEcho(":gameover");
+       GameLogClose();
+       FOREACH_CLIENT(IS_PLAYER(it), {
+               FixIntermissionClient(it);
+               if(it.winning)
+                       bprint(playername(it, false), " ^7wins.\n");
+       });
+       target_music_kill();
+       if(autocvar_g_campaign)
+               CampaignPreIntermission();
+       MUTATOR_CALLHOOK(MatchEnd);
+       localcmd("\nsv_hook_gameend\n");
+ }
+ float InitiateSuddenDeath()
+ {
+       // Check first whether normal overtimes could be added before initiating suddendeath mode
+       // - for this timelimit_overtime needs to be >0 of course
+       // - also check the winning condition calculated in the previous frame and only add normal overtime
+       //   again, if at the point at which timelimit would be extended again, still no winner was found
+       if (!autocvar_g_campaign && checkrules_overtimesadded >= 0
+               && (checkrules_overtimesadded < autocvar_timelimit_overtimes || autocvar_timelimit_overtimes < 0)
+               && autocvar_timelimit_overtime && !(g_race && !g_race_qualifying))
+       {
+               return 1; // need to call InitiateOvertime later
+       }
+       else
+       {
+               if(!checkrules_suddendeathend)
+               {
+                       if(autocvar_g_campaign)
+                               checkrules_suddendeathend = time; // no suddendeath in campaign
+                       else
+                               checkrules_suddendeathend = time + 60 * autocvar_timelimit_suddendeath;
+                       if(g_race && !g_race_qualifying)
+                               race_StartCompleting();
+               }
+               return 0;
+       }
+ }
+ void InitiateOvertime() // ONLY call this if InitiateSuddenDeath returned true
+ {
+       ++checkrules_overtimesadded;
+       //add one more overtime by simply extending the timelimit
+       cvar_set("timelimit", ftos(autocvar_timelimit + autocvar_timelimit_overtime));
+       Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_TIME, autocvar_timelimit_overtime * 60);
++      
++      sound(NULL, CH_INFO, SND_OVERTIME, VOL_BASE, ATTN_NONE);
++      if(checkrules_overtimesadded == 1)
++              Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_OVERTIME);
+ }
+ float GetWinningCode(float fraglimitreached, float equality)
+ {
+       if(autocvar_g_campaign == 1)
+       {
+               if(fraglimitreached)
+                       return WINNING_YES;
+               else
+                       return WINNING_NO;
+       }
+       else
+       {
+               if(equality)
+               {
+                       if(fraglimitreached)
+                               return WINNING_STARTSUDDENDEATHOVERTIME;
+                       else
+                               return WINNING_NEVER;
+               }
+               else
+               {
+                       if(fraglimitreached)
+                               return WINNING_YES;
+                       else
+                               return WINNING_NO;
+               }
+       }
+ }
+ // set the .winning flag for exactly those players with a given field value
+ void SetWinners(.float field, float value)
+ {
+       FOREACH_CLIENT(IS_PLAYER(it), { it.winning = (it.(field) == value); });
+ }
+ // set the .winning flag for those players with a given field value
+ void AddWinners(.float field, float value)
+ {
+       FOREACH_CLIENT(IS_PLAYER(it), {
+               if(it.(field) == value)
+                       it.winning = 1;
+       });
+ }
+ // clear the .winning flags
+ void ClearWinners()
+ {
+       FOREACH_CLIENT(IS_PLAYER(it), { it.winning = 0; });
+ }
+ void ShuffleMaplist()
+ {
+       cvar_set("g_maplist", shufflewords(autocvar_g_maplist));
+ }
+ int fragsleft_last;
+ float WinningCondition_Scores(float limit, float leadlimit)
+ {
+       // TODO make everything use THIS winning condition (except LMS)
+       WinningConditionHelper(NULL);
+       if(teamplay)
+       {
+               for (int i = 1; i < 5; ++i)
+               {
+                       Team_SetTeamScore(Team_GetTeamFromIndex(i),
+                               TeamScore_GetCompareValue(Team_IndexToTeam(i)));
+               }
+       }
+       ClearWinners();
+       if(WinningConditionHelper_winner)
+               WinningConditionHelper_winner.winning = 1;
+       if(WinningConditionHelper_winnerteam >= 0)
+               SetWinners(team, WinningConditionHelper_winnerteam);
+       if(WinningConditionHelper_lowerisbetter)
+       {
+               WinningConditionHelper_topscore = -WinningConditionHelper_topscore;
+               WinningConditionHelper_secondscore = -WinningConditionHelper_secondscore;
+               limit = -limit;
+       }
+       if(WinningConditionHelper_zeroisworst)
+               leadlimit = 0; // not supported in this mode
+       if(MUTATOR_CALLHOOK(Scores_CountFragsRemaining))
+       {
+               float fragsleft;
+               if (checkrules_suddendeathend && time >= checkrules_suddendeathend)
+               {
+                       fragsleft = 1;
+               }
+               else
+               {
+                       fragsleft = FLOAT_MAX;
+                       float leadingfragsleft = FLOAT_MAX;
+                       if (limit)
+                               fragsleft = limit - WinningConditionHelper_topscore;
+                       if (leadlimit)
+                               leadingfragsleft = WinningConditionHelper_secondscore + leadlimit - WinningConditionHelper_topscore;
+                       if (limit && leadlimit && autocvar_leadlimit_and_fraglimit)
+                               fragsleft = max(fragsleft, leadingfragsleft);
+                       else
+                               fragsleft = min(fragsleft, leadingfragsleft);
+               }
+               if (fragsleft_last != fragsleft) // do not announce same remaining frags multiple times
+               {
+                       if (fragsleft == 1)
+                               Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_REMAINING_FRAG_1);
+                       else if (fragsleft == 2)
+                               Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_REMAINING_FRAG_2);
+                       else if (fragsleft == 3)
+                               Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_REMAINING_FRAG_3);
+                       fragsleft_last = fragsleft;
+               }
+       }
++      
++      // z411
++      if (WinningConditionHelper_winner != WinningConditionHelper_winner_last && (WinningConditionHelper_second || WinningConditionHelper_equality))
++      {
++              if (WinningConditionHelper_equality)
++              {
++                      Send_Notification(NOTIF_ONE, WinningConditionHelper_equality_one, MSG_ANNCE, ANNCE_LEAD_TIED);
++                      Send_Notification(NOTIF_ONE, WinningConditionHelper_equality_two, MSG_ANNCE, ANNCE_LEAD_TIED);
++              }
++              else
++              {
++                      Send_Notification(NOTIF_ONE, WinningConditionHelper_winner, MSG_ANNCE, ANNCE_LEAD_GAINED);
++                      Send_Notification(NOTIF_ONE, WinningConditionHelper_second, MSG_ANNCE, ANNCE_LEAD_LOST);
++              }
++              
++              WinningConditionHelper_winner_last = WinningConditionHelper_winner;
++      }
++      
+       bool fraglimit_reached = (limit && WinningConditionHelper_topscore >= limit);
+       bool leadlimit_reached = (leadlimit && WinningConditionHelper_topscore - WinningConditionHelper_secondscore >= leadlimit);
+       bool limit_reached;
+       // only respect leadlimit_and_fraglimit when both limits are set or the game will never end
+       if (limit && leadlimit && autocvar_leadlimit_and_fraglimit)
+               limit_reached = (fraglimit_reached && leadlimit_reached);
+       else
+               limit_reached = (fraglimit_reached || leadlimit_reached);
+       return GetWinningCode(
+               WinningConditionHelper_topscore && limit_reached,
+               WinningConditionHelper_equality
+       );
+ }
+ float WinningCondition_RanOutOfSpawns()
+ {
+       if(have_team_spawns <= 0)
+               return WINNING_NO;
+       if(!autocvar_g_spawn_useallspawns)
+               return WINNING_NO;
+       if(!some_spawn_has_been_used)
+               return WINNING_NO;
+       for (int i = 1; i < 5; ++i)
+       {
+               Team_SetTeamScore(Team_GetTeamFromIndex(i), 0);
+       }
+       FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
+       {
+               if (Team_IsValidTeam(it.team))
+               {
+                       Team_SetTeamScore(Team_GetTeam(it.team), 1);
+               }
+       });
+       IL_EACH(g_spawnpoints, true,
+       {
+               if (Team_IsValidTeam(it.team))
+               {
+                       Team_SetTeamScore(Team_GetTeam(it.team), 1);
+               }
+       });
+       ClearWinners();
+       float team1_score = Team_GetTeamScore(Team_GetTeamFromIndex(1));
+       float team2_score = Team_GetTeamScore(Team_GetTeamFromIndex(2));
+       float team3_score = Team_GetTeamScore(Team_GetTeamFromIndex(3));
+       float team4_score = Team_GetTeamScore(Team_GetTeamFromIndex(4));
+       if(team1_score + team2_score + team3_score + team4_score == 0)
+       {
+               checkrules_equality = true;
+               return WINNING_YES;
+       }
+       else if(team1_score + team2_score + team3_score + team4_score == 1)
+       {
+               float t, i;
+               if(team1_score)
+                       t = 1;
+               else if(team2_score)
+                       t = 2;
+               else if(team3_score)
+                       t = 3;
+               else // if(team4_score)
+                       t = 4;
+               entity balance = TeamBalance_CheckAllowedTeams(NULL);
+               for(i = 0; i < MAX_TEAMSCORE; ++i)
+               {
+                       for (int j = 1; j <= NUM_TEAMS; ++j)
+                       {
+                               if (t == j)
+                               {
+                                       continue;
+                               }
+                               if (!TeamBalance_IsTeamAllowed(balance, j))
+                               {
+                                       continue;
+                               }
+                               TeamScore_AddToTeam(Team_IndexToTeam(j), i, -1000);
+                       }
+               }
+               AddWinners(team, t);
+               return WINNING_YES;
+       }
+       else
+               return WINNING_NO;
+ }
+ /*
+ ============
+ CheckRules_World
+ Exit deathmatch games upon conditions
+ ============
+ */
+ void CheckRules_World()
+ {
+       VoteThink();
+       MapVote_Think();
+       SetDefaultAlpha();
+       if (intermission_running) // someone else quit the game already
+       {
+               if(player_count == 0) // Nobody there? Then let's go to the next map
+                       MapVote_Start();
+                       // this will actually check the player count in the next frame
+                       // again, but this shouldn't hurt
+               return;
+       }
+       float timelimit = autocvar_timelimit * 60;
+       float fraglimit = autocvar_fraglimit;
+       float leadlimit = autocvar_leadlimit;
+       if (leadlimit < 0) leadlimit = 0;
+       if(warmup_stage || time <= game_starttime) // NOTE: this is <= to prevent problems in the very tic where the game starts
+       {
+               if(timelimit > 0)
+                       timelimit = 0; // timelimit is not made for warmup
+               if(fraglimit > 0)
+                       fraglimit = 0; // no fraglimit for now
+               leadlimit = 0; // no leadlimit for now
+       }
+       if(timelimit > 0)
+       {
+               timelimit += game_starttime;
+       }
+       else if (timelimit < 0)
+       {
+               // endmatch
+               NextLevel();
+               return;
+       }
+       float wantovertime;
+       wantovertime = 0;
+       if(checkrules_suddendeathend)
+       {
+               if(!checkrules_suddendeathwarning)
+               {
+                       checkrules_suddendeathwarning = true;
+                       if(g_race && !g_race_qualifying)
+                               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_RACE_FINISHLAP);
+                       else
+                               Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_FRAG);
+               }
+       }
+       else
+       {
+               if (timelimit && time >= timelimit)
+               {
+                       if(g_race && (g_race_qualifying == 2) && timelimit > 0)
+                       {
+                               float totalplayers;
+                               float playerswithlaps;
+                               float readyplayers;
+                               totalplayers = playerswithlaps = readyplayers = 0;
+                               FOREACH_CLIENT(IS_PLAYER(it), {
+                                       ++totalplayers;
+                                       if(GameRules_scoring_add(it, RACE_FASTEST, 0))
+                                               ++playerswithlaps;
+                                       if(it.ready)
+                                               ++readyplayers;
+                               });
+                               // at least 2 of the players have completed a lap: start the RACE
+                               // otherwise, the players should end the qualifying on their own
+                               if(readyplayers || playerswithlaps >= 2)
+                               {
+                                       checkrules_suddendeathend = 0;
+                                       ReadyRestart(); // go to race
+                                       return;
+                               }
+                               else
+                                       wantovertime |= InitiateSuddenDeath();
+                       }
+                       else
+                               wantovertime |= InitiateSuddenDeath();
+               }
+       }
+       if (checkrules_suddendeathend && time >= checkrules_suddendeathend)
+       {
+               NextLevel();
+               return;
+       }
+       int checkrules_status = WinningCondition_RanOutOfSpawns();
+       if(checkrules_status == WINNING_YES)
+               bprint("Hey! Someone ran out of spawns!\n");
+       else if(MUTATOR_CALLHOOK(CheckRules_World, checkrules_status, timelimit, fraglimit))
+               checkrules_status = M_ARGV(0, float);
+       else
+               checkrules_status = WinningCondition_Scores(fraglimit, leadlimit);
+       if(checkrules_status == WINNING_STARTSUDDENDEATHOVERTIME)
+       {
+               checkrules_status = WINNING_NEVER;
+               checkrules_overtimesadded = -1;
+               wantovertime |= InitiateSuddenDeath();
+       }
+       if(checkrules_status == WINNING_NEVER)
+               // equality cases! Nobody wins if the overtime ends in a draw.
+               ClearWinners();
+       if(wantovertime)
+       {
+               if(checkrules_status == WINNING_NEVER)
+                       InitiateOvertime();
+               else
+                       checkrules_status = WINNING_YES;
+       }
+       if(checkrules_suddendeathend)
+               if(checkrules_status != WINNING_NEVER || time >= checkrules_suddendeathend)
+                       checkrules_status = WINNING_YES;
+       if(checkrules_status == WINNING_YES)
+       {
+               //print("WINNING\n");
+               NextLevel();
+       }
+ }
+ string GotoMap(string m)
+ {
+       m = GameTypeVote_MapInfo_FixName(m);
+       if (!m)
+               return "The map you suggested is not available on this server.";
+       if (!autocvar_sv_vote_gametype)
+       if(!MapInfo_CheckMap(m))
+               return "The map you suggested does not support the current game mode.";
+       cvar_set("nextmap", m);
+       cvar_set("timelimit", "-1");
+       if(mapvote_initialized || alreadychangedlevel)
+       {
+               if(DoNextMapOverride(0))
+                       return "Map switch initiated.";
+               else
+                       return "Hm... no. For some reason I like THIS map more.";
+       }
+       else
+               return "Map switch will happen after scoreboard.";
+ }
+ bool autocvar_sv_gameplayfix_multiplethinksperframe = true;
+ void RunThink(entity this)
+ {
+       // don't let things stay in the past.
+       // it is possible to start that way by a trigger with a local time.
+       if(this.nextthink <= 0 || this.nextthink > time + frametime)
+               return;
+       float oldtime = time; // do we need to save this?
+       for (int iterations = 0; iterations < 128 && !wasfreed(this); iterations++)
+       {
+               time = max(oldtime, this.nextthink);
+               this.nextthink = 0;
+               if(getthink(this))
+                       getthink(this)(this);
+               // mods often set nextthink to time to cause a think every frame,
+               // we don't want to loop in that case, so exit if the new nextthink is
+               // <= the time the qc was told, also exit if it is past the end of the
+               // frame
+               if(this.nextthink <= time || this.nextthink > oldtime + frametime || !autocvar_sv_gameplayfix_multiplethinksperframe)
+                       break;
+       }
+       time = oldtime;
+ }
+ bool autocvar_sv_freezenonclients;
+ void Physics_Frame()
+ {
+       if(autocvar_sv_freezenonclients)
+               return;
+       IL_EACH(g_moveables, true,
+       {
+               if(IS_CLIENT(it) || it.move_movetype == MOVETYPE_PHYSICS)
+                       continue;
+               //set_movetype(it, it.move_movetype);
+               // inline the set_movetype function, since this is called a lot
+               it.movetype = (it.move_qcphysics) ? MOVETYPE_QCENTITY : it.move_movetype;
+               if(it.move_qcphysics && it.move_movetype != MOVETYPE_NONE)
+                       Movetype_Physics_NoMatchTicrate(it, PHYS_INPUT_TIMELENGTH, false);
+               if(it.movetype >= MOVETYPE_USER_FIRST && it.movetype <= MOVETYPE_USER_LAST) // these cases have no think handling
+               {
+                       if(it.move_movetype == MOVETYPE_PUSH || it.move_movetype == MOVETYPE_FAKEPUSH)
+                               continue; // these movetypes have no regular think function
+                       // handle thinking here
+                       if (getthink(it) && it.nextthink > 0 && it.nextthink <= time + frametime)
+                               RunThink(it);
+               }
+       });
+       if(autocvar_sv_gameplayfix_delayprojectiles >= 0)
+               return;
+       // make a second pass to see if any ents spawned this frame and make
+       // sure they run their move/think. this is verified by checking .move_time, which will never be 0 if the entity has moved
+       IL_EACH(g_moveables, it.move_qcphysics,
+       {
+               if(IS_CLIENT(it) || it.move_time || it.move_movetype == MOVETYPE_NONE || it.move_movetype == MOVETYPE_PHYSICS)
+                       continue;
+               Movetype_Physics_NoMatchTicrate(it, PHYS_INPUT_TIMELENGTH, false);
+       });
+ }
+ void systems_update();
+ void EndFrame()
+ {
+       anticheat_endframe();
+       Physics_Frame();
+       FOREACH_CLIENT(IS_REAL_CLIENT(it), {
+               entity e = IS_SPEC(it) ? it.enemy : it;
+               if (e.typehitsound) {
+                       STAT(TYPEHIT_TIME, it) = time;
+               } else if (e.killsound) {
+                       STAT(KILL_TIME, it) = time;
+               } else if (e.damage_dealt) {
+                       STAT(HIT_TIME, it) = time;
+                       STAT(DAMAGE_DEALT_TOTAL, it) += ceil(e.damage_dealt);
+               }
+       });
+       // add 1 frametime because after this, engine SV_Physics
+       // increases time by a frametime and then networks the frame
+       // add another frametime because client shows everything with
+       // 1 frame of lag (cl_nolerp 0). The last +1 however should not be
+       // needed!
+       float altime = time + frametime * (1 + autocvar_g_antilag_nudge);
+       FOREACH_CLIENT(true, {
+               it.typehitsound = false;
+               it.damage_dealt = 0;
+               it.killsound = false;
+               antilag_record(it, CS(it), altime);
+       });
+       IL_EACH(g_monsters, true,
+       {
+               antilag_record(it, it, altime);
+       });
+       IL_EACH(g_projectiles, it.classname == "nade",
+       {
+               antilag_record(it, it, altime);
+       });
+       systems_update();
+       IL_ENDFRAME();
+ }
+ /*
+  * RedirectionThink:
+  * returns true if redirecting
+  */
+ float redirection_timeout;
+ float redirection_nextthink;
+ float RedirectionThink()
+ {
+       float clients_found;
+       if(redirection_target == "")
+               return false;
+       if(!redirection_timeout)
+       {
+               cvar_set("sv_public", "-2");
+               redirection_timeout = time + 0.6; // this will only try twice... should be able to keep more clients
+               if(redirection_target == "self")
+                       bprint("^3SERVER NOTICE:^7 restarting the server\n");
+               else
+                       bprint("^3SERVER NOTICE:^7 redirecting everyone to ", redirection_target, "\n");
+       }
+       if(time < redirection_nextthink)
+               return true;
+       redirection_nextthink = time + 1;
+       clients_found = 0;
+       FOREACH_CLIENT(IS_REAL_CLIENT(it), {
+               // TODO add timer
+               LOG_INFO("Redirecting: sending connect command to ", it.netname);
+               if(redirection_target == "self")
+                       stuffcmd(it, "\ndisconnect; defer ", ftos(autocvar_quit_and_redirect_timer), " reconnect\n");
+               else
+                       stuffcmd(it, strcat("\ndisconnect; defer ", ftos(autocvar_quit_and_redirect_timer), " \"connect ", redirection_target, "\"\n"));
+               ++clients_found;
+       });
+       LOG_INFO("Redirecting: ", ftos(clients_found), " clients left.");
+       if(time > redirection_timeout || clients_found == 0)
+               localcmd("\nwait; wait; wait; quit\n");
+       return true;
+ }
+ void RestoreGame()
+ {
+       // Loaded from a save game
+       // some things then break, so let's work around them...
+       // Progs DB (capture records)
+       ServerProgsDB = db_load(strcat("server.db", autocvar_sessionid));
+       // Mapinfo
+       MapInfo_Shutdown();
+       MapInfo_Enumerate();
+       MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 1);
+       WeaponStats_Init();
+       TargetMusic_RestoreGame();
+ }
+ void Shutdown()
+ {
+       game_stopped = 2;
+       if(world_initialized > 0)
+       {
+               world_initialized = 0;
+               // if a timeout is active, reset the slowmo value to normal
+               if(timeout_status == TIMEOUT_ACTIVE)
+                       cvar_set("slowmo", ftos(orig_slowmo));
+               LOG_TRACE("Saving persistent data...");
+               Ban_SaveBans();
+               // playerstats with unfinished match
+               PlayerStats_GameReport(false);
+               if(!cheatcount_total)
+               {
+                       if(autocvar_sv_db_saveasdump)
+                               db_dump(ServerProgsDB, strcat("server.db", autocvar_sessionid));
+                       else
+                               db_save(ServerProgsDB, strcat("server.db", autocvar_sessionid));
+               }
+               if(autocvar_developer > 0)
+               {
+                       if(autocvar_sv_db_saveasdump)
+                               db_dump(TemporaryDB, "server-temp.db");
+                       else
+                               db_save(TemporaryDB, "server-temp.db");
+               }
+               CheatShutdown(); // must be after cheatcount check
+               db_close(ServerProgsDB);
+               db_close(TemporaryDB);
+               LOG_TRACE("Saving persistent data... done!");
+               // tell the bot system the game is ending now
+               bot_endgame();
+               WeaponStats_Shutdown();
+               MapInfo_Shutdown();
+       }
+       else if(world_initialized == 0)
+       {
+               LOG_INFO("NOTE: crashed before even initializing the world, not saving persistent data");
+       }
+       else
+       {
+               __init_dedicated_server_shutdown();
+       }
+ }
index 0000000000000000000000000000000000000000,3bbaad68246e942d4288f379d326686a6cb970ae..2e696d95e8ab45bd6e7f564ec624eeef86f4c727
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,65 +1,65 @@@
 -float checkrules_overtimesadded; //how many overtimes have been already added
+ #pragma once
+ float checkrules_equality;
+ float checkrules_suddendeathwarning;
+ float checkrules_suddendeathend;
++//float checkrules_overtimesadded; //how many overtimes have been already added
+ // flag set on worldspawn so that the code knows if it is dedicated or not
+ bool server_is_dedicated;
+ string cvar_changes;
+ string cvar_purechanges;
+ float cvar_purechanges_count;
+ string modname;
+ string gamemode_name;
+ string clientstuff;
+ string matchid;
+ .string fog;
+ float intermission_running;
+ float intermission_exittime;
+ float alreadychangedlevel;
+ string cache_mutatormsg;
+ string cache_lastmutatormsg;
+ float default_player_alpha;
+ float default_weapon_alpha;
+ // database
+ float ServerProgsDB;
+ float TemporaryDB;
+ .float winning;
+ const int WINNING_NO = 0; // no winner, but time limits may terminate the game
+ const int WINNING_YES = 1; // winner found
+ const int WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
+ const int WINNING_STARTSUDDENDEATHOVERTIME = 3; // no winner, enter suddendeath overtime NOW
+ float WinningCondition_Scores(float limit, float leadlimit);
+ void SetWinners(.float field, float value);
+ void IntermissionThink(entity this);
+ void GotoNextMap(float reinit);
+ void ReadyRestart();
+ string GetGametype();
+ void DumpStats(float final);
+ float Map_IsRecent(string m);
+ string GetNextMap();
+ void ShuffleMaplist();
+ void Map_Goto_SetStr(string nextmapname);
+ void Map_Goto(float reinit);
+ void Map_MarkAsRecent(string m);
+ float DoNextMapOverride(float reinit);
+ void CheckRules_World();
+ float RedirectionThink();
+ IntrusiveList g_moveables;
+ STATIC_INIT(g_moveables) { g_moveables = IL_NEW(); }