+++ /dev/null
--#include "g_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 "g_hook.qh"
--#include "ipban.qh"
--#include "mapvoting.qh"
--#include "mutators/_mod.qh"
--#include "race.qh"
--#include "scores.qh"
--#include "teamplay.qh"
--#include "weapons/weaponstats.qh"
--#include "../common/constants.qh"
--#include <common/net_linked.qh>
--#include "../common/deathtypes/all.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/triggers/trigger/secret.qh"
--#include "../common/triggers/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_REAL_CLIENT(e))
-- {
-- WriteHeader(MSG_BROADCAST, TE_CSQC_PINGPLREPORT);
-- WriteByte(MSG_BROADCAST, this.cnt);
-- WriteShort(MSG_BROADCAST, bound(1, e.ping, 65535));
-- WriteByte(MSG_BROADCAST, min(ceil(e.ping_packetloss * 255), 255));
-- WriteByte(MSG_BROADCAST, min(ceil(e.ping_movementloss * 255), 255));
--
-- // record latency times for clients throughout the match so we can report it to playerstats
-- if(time > (e.latency_time + LATENCY_THINKRATE))
-- {
-- e.latency_sum += e.ping;
-- e.latency_cnt += 1;
-- e.latency_time = time;
-- //print("sum: ", ftos(e.latency_sum), ", cnt: ", ftos(e.latency_cnt), ", avg: ", ftos(e.latency_sum / 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;
--
--string GetGametype();
--void ShuffleMaplist();
--
--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...\n");
-- }
--}
--
--void cvar_changes_init()
--{
-- float h;
-- string k, v, d;
-- float n, i, adding, pureadding;
--
-- if(cvar_changes)
-- strunzone(cvar_changes);
-- cvar_changes = string_null;
-- if(cvar_purechanges)
-- strunzone(cvar_purechanges);
-- cvar_purechanges = string_null;
-- 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("g_maplist_index");
-- 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");
--
-- // 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("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_");
--
-- // mapinfo
-- BADCVAR("fraglimit");
- BADCVAR("g_arena");
-- BADCVAR("g_assault");
-- BADCVAR("g_ca");
-- BADCVAR("g_ca_teams");
- BADCVAR("g_conquest");
-- BADCVAR("g_ctf");
-- BADCVAR("g_cts");
- BADCVAR("g_dotc");
-- BADCVAR("g_dm");
-- BADCVAR("g_domination");
-- BADCVAR("g_domination_default_teams");
-- BADCVAR("g_freezetag");
-- BADCVAR("g_freezetag_teams");
-- BADCVAR("g_invasion_teams");
- 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_surv"); // Lyberta: adding gamemode cvar
- BADCVAR("g_snafu");
-- BADCVAR("g_tdm");
-- BADCVAR("g_tdm_teams");
- BADCVAR("g_vip");
-- BADCVAR("leadlimit");
-- BADCVAR("nextmap");
-- BADCVAR("teamplay");
-- BADCVAR("timelimit");
-- BADCVAR("g_mapinfo_ignore_warnings");
--
-- // 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("gameversion");
-- BADCVAR("g_allow_oldvortexbeam");
-- BADCVAR("g_balance_kill_delay");
- BADCVAR("g_buffs_pickup_anyway");
- BADCVAR("g_buffs_randomize");
-- BADCVAR("g_campcheck_distance");
-- BADCVAR("g_ca_point_leadlimit");
-- BADCVAR("g_ca_point_limit");
-- BADCVAR("g_ctf_captimerecord_always");
-- BADCVAR("g_ctf_flag_glowtrails");
-- BADCVAR("g_ctf_flag_pickup_verbosename");
-- BADCVAR("g_domination_point_leadlimit");
-- BADCVAR("g_forced_respawn");
-- BADCVAR("g_freezetag_point_leadlimit");
-- BADCVAR("g_freezetag_point_limit");
-- BADCVAR("g_hats");
-- BADCVAR("g_invasion_point_limit");
- BADCVAR("g_jump_grunt");
-- BADCVAR("g_keyhunt_point_leadlimit");
- BADCVAR("g_maplist_selectrandom");
-- BADCVAR("g_nexball_goalleadlimit");
-- BADCVAR("g_new_toys_use_pickupsound");
-- BADCVAR("g_physics_predictall");
-- BADCVAR("g_piggyback");
- BADCVAR("g_playerclip_collisions");
-- BADCVAR("g_tdm_point_leadlimit");
-- BADCVAR("g_tdm_point_limit");
-- BADCVAR("leadlimit_and_fraglimit");
-- BADCVAR("leadlimit_override");
-- BADCVAR("pausable");
-- BADCVAR("sv_checkforpacketsduringsleep");
-- BADCVAR("sv_intermission_cdtrack");
-- BADCVAR("sv_minigames");
-- BADCVAR("sv_namechangetimer");
-- BADCVAR("sv_precacheplayermodels");
-- BADCVAR("sv_stepheight");
-- BADCVAR("sv_timeout");
- BADCVAR("sv_weapons_modeloverride");
-- BADPREFIX("crypto_");
-- BADPREFIX("gameversion_");
-- BADPREFIX("g_chat_");
-- BADPREFIX("g_ctf_captimerecord_");
-- BADPREFIX("g_maplist_votable_");
-- BADPREFIX("g_mod_");
-- BADPREFIX("g_respawn_");
-- BADPREFIX("net_");
-- 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
-- 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_ignore_frags");
-- 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_maplist_check_waypoints");
-- BADCVAR("g_maplist_mostrecent_count");
-- BADCVAR("g_maplist_shuffle");
-- BADCVAR("g_maplist_votable");
-- BADCVAR("g_maplist_votable_abstain");
-- BADCVAR("g_maplist_votable_nodetail");
-- BADCVAR("g_maplist_votable_suggestions");
-- 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_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("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_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");
--
--#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);
--}
--
--void detect_maptype()
--{
--#if 0
-- vector o, v;
-- float i;
--
-- for (;;)
-- {
-- o = world.mins;
-- o.x += random() * (world.maxs.x - world.mins.x);
-- o.y += random() * (world.maxs.y - world.mins.y);
-- o.z += random() * (world.maxs.z - world.mins.z);
--
-- tracebox(o, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), o - '0 0 32768', MOVE_WORLDONLY, NULL);
-- if(trace_fraction == 1)
-- continue;
--
-- v = trace_endpos;
--
-- for(i = 0; i < 64; i += 4)
-- {
-- tracebox(o, '-1 -1 -1' * i, '1 1 1' * i, o - '0 0 32768', MOVE_WORLDONLY, NULL);
-- if(trace_fraction == 1)
-- continue;
-- LOG_INFO(ftos(i), " -> ", vtos(trace_endpos), "\n");
-- }
--
-- break;
-- }
--#endif
--}
--
--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
-- cvar = cvar_normal;
-- cvar_string = cvar_string_normal;
-- cvar_set = cvar_set_normal;
--
-- 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
--
-- this.classname = "worldspawn"; // safeguard against various stuff ;)
--
-- // 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();
--}
--
--void SetLimits(int fraglimit_override, int leadlimit_override, float timelimit_override, float qualifying_override)
--{
-- if(!autocvar_g_campaign)
-- {
-- if(fraglimit_override >= 0) cvar_set("fraglimit", ftos(fraglimit_override));
-- if(timelimit_override >= 0) cvar_set("timelimit", ftos(timelimit_override));
-- if(leadlimit_override >= 0) cvar_set("leadlimit", ftos(leadlimit_override));
-- if(qualifying_override >= 0) cvar_set("g_race_qualifying_timelimit", ftos(qualifying_override));
-- }
-- limits_are_set = true;
--}
--
--void Map_MarkAsRecent(string m);
--float world_already_spawned;
--void Nagger_Init();
--void ClientInit_Spawn();
--void WeaponStats_Init();
--void WeaponStats_Shutdown();
--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_normal("csqc_progname") != expect;
-- cvar_set_normal("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_normal("csqc_progname") != select)
-- {
-- cvar_set_normal("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\n", 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_normal("sv_progs", newprogs);
-- wantrestart = true;
-- }
-- string newcsprogs = sprintf("csprogs-%s.dat", switchversion);
-- if (fexists(newcsprogs))
-- {
-- cvar_set_normal("csqc_progname", newcsprogs);
-- wantrestart = true;
-- }
-- }
-- }
-- }
-- if (wantrestart)
-- {
-- LOG_INFOF("Restart requested\n");
-- changelevel(mapname);
-- // let initialization continue, shutdown depends on it
-- }
-- }
--
-- cvar = cvar_normal;
-- cvar_string = cvar_string_normal;
-- cvar_set = cvar_set_normal;
--
-- 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
--
-- maxclients = 0;
-- for (entity head = nextent(NULL); head; head = nextent(head))
-- {
-- ++maxclients;
-- }
--
-- // 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();
--
-- if(!limits_are_set)
-- SetLimits(autocvar_fraglimit_override, autocvar_leadlimit_override, autocvar_timelimit_override, -1);
--
-- 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;
--
-- precache();
--
-- 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("%d.%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(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")
-- {
-- LOG_INFO("Found ^1UNSUPPORTED^7 cd loop command in .cfg file; put this line in mapinfo instead:\n");
-- LOG_INFO(" cdtrack ", argv(2), "\n");
-- }
-- 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:\n");
-- LOG_INFO(" \"fog\" \"", s, "\"\n");
-- }
-- else if(argv(0) == "set")
-- {
-- LOG_INFO("Found ^1UNSUPPORTED^7 set command in .cfg file; put this line in mapinfo instead:\n");
-- LOG_INFO(" clientsettemp_for_type all ", argv(1), " ", argv(2), "\n");
-- }
-- else if(argv(0) != "//")
-- {
-- LOG_INFO("Found ^1UNSUPPORTED^7 set command in .cfg file; put this line in mapinfo instead:\n");
-- LOG_INFO(" clientsettemp_for_type all ", argv(0), " ", argv(1), "\n");
-- }
-- }
-- fclose(fd);
-- }
-- }
--
-- WeaponStats_Init();
--
-- Nagger_Init();
--
-- next_pingtime = time + 5;
--
-- detect_maptype();
--
-- // 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"))
-- 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(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
--float GetMaplistPosition()
--{
-- float pos, idx;
-- string map;
--
-- map = GetMapname();
-- idx = autocvar_g_maplist_index;
--
-- if(idx >= 0)
-- if(idx < Map_Count)
-- if(map == argv(idx))
-- return idx;
--
-- for(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;
--}
--
--float MapHasRightSize(string map)
--{
-- float fh;
-- if(currentbots || autocvar_bot_number || player_count < autocvar_minplayers)
-- if(autocvar_g_maplist_check_waypoints)
-- {
-- LOG_TRACE("checkwp "); LOG_TRACE(map);
-- if(!fexists(strcat("maps/", map, ".waypoints")))
-- {
-- LOG_TRACE(": no waypoints");
-- return false;
-- }
-- LOG_TRACE(": has waypoints");
-- }
--
-- // open map size restriction file
-- LOG_TRACE("opensize "); LOG_TRACE(map);
-- fh = fopen(strcat("maps/", map, ".sizes"), FILE_READ);
-- if(fh >= 0)
-- {
-- float mapmin, mapmax;
-- LOG_TRACE(": ok, ");
-- mapmin = stof(fgets(fh));
-- mapmax = stof(fgets(fh));
-- fclose(fh);
-- if(player_count < mapmin)
-- {
-- LOG_TRACE("not enough");
-- return false;
-- }
-- if(player_count > mapmax)
-- {
-- LOG_TRACE("too many");
-- return false;
-- }
-- LOG_TRACE("right size");
-- return true;
-- }
-- LOG_TRACE(": 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(strcat(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(float exponent) MaplistMethod_Shuffle = // 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()
--{
-- Map_Count = tokenizebyseparator(autocvar_g_maplist, " ");
-- float i;
-- 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();
-- 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);
--
-- if(Map_Current_Name)
-- strunzone(Map_Current_Name);
-- Map_Current_Name = strzone(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()
--{
-- float nextMap;
--
-- Maplist_Init();
-- 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;
--
-- 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 && this.cvar_cl_autoscreenshot);
-- float client_screenshot = (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();
--}
--
--/*
--============
--FindIntermission
--
--Returns the entity to view from
--============
--*/
--/*
--entity FindIntermission()
--{
-- local entity spot;
-- local float cyc;
--
--// look for info_intermission first
-- spot = find(NULL, classname, "info_intermission");
-- if (spot)
-- { // pick a random one
-- cyc = random() * 4;
-- while (cyc > 1)
-- {
-- spot = find(spot, classname, "info_intermission");
-- if (!spot)
-- spot = find(spot, classname, "info_intermission");
-- cyc = cyc - 1;
-- }
-- return spot;
-- }
--
--// then look for the start position
-- spot = find(NULL, classname, "info_player_start");
-- if (spot)
-- return spot;
--
--// testinfo_player_start is only found in regioned levels
-- spot = find(NULL, classname, "testplayerstart");
-- if (spot)
-- return spot;
--
--// then look for the start position
-- spot = find(NULL, classname, "info_player_deathmatch");
-- if (spot)
-- return spot;
--
-- //objerror ("FindIntermission: no spot");
-- return NULL;
--}
--*/
--
--/*
--===============================================================================
--
--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, "\n");
-- 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, "\n");
-- 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), LAMBDA(
-- s = strcat(":player:see-labels:", GetPlayerScoreString(it, 0), ":");
-- s = strcat(s, ftos(rint(time - 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), "\n");
-- 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, "\n");
-- 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, "\n");
-- if(to_eventlog)
-- GameLogEcho(s);
-- if(to_file)
-- fputs(file, strcat(s, "\n"));
-- }
-- }
--
-- if(to_console)
-- LOG_INFO(":end\n");
-- 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
-- e.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, LAMBDA(
-- 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 ();
--
-- 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), LAMBDA(
-- 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");
--}
--
--/*
--============
--CheckRules_Player
--
--Exit deathmatch games upon conditions
--============
--*/
--void CheckRules_Player(entity this)
--{
-- if (game_stopped) // someone else quit the game already
-- return;
--
-- if(!IS_DEAD(this))
-- this.play_time += frametime;
--
-- // fixme: don't check players; instead check spawnfunc_dom_team and spawnfunc_ctf_team entities
-- // (div0: and that in CheckRules_World please)
--}
--
--
--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
-- float tl;
-- tl = autocvar_timelimit;
-- tl += autocvar_timelimit_overtime;
-- cvar_set("timelimit", ftos(tl));
--
-- Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_TIME, autocvar_timelimit_overtime * 60);
--}
--
--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), LAMBDA(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), LAMBDA(
-- if(it.(field) == value)
-- it.winning = 1;
-- ));
--}
--
--// clear the .winning flags
--void ClearWinners()
--{
-- FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(it.winning = 0));
--}
--
--void ShuffleMaplist()
--{
-- cvar_set("g_maplist", shufflewords(autocvar_g_maplist));
--}
--
--float leaderfrags;
--float WinningCondition_Scores(float limit, float leadlimit)
--{
-- float limitreached;
--
-- // TODO make everything use THIS winning condition (except LMS)
-- WinningConditionHelper(NULL);
--
-- if(teamplay)
-- {
-- team1_score = TeamScore_GetCompareValue(NUM_TEAM_1);
-- team2_score = TeamScore_GetCompareValue(NUM_TEAM_2);
-- team3_score = TeamScore_GetCompareValue(NUM_TEAM_3);
-- team4_score = TeamScore_GetCompareValue(NUM_TEAM_4);
-- }
--
-- 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))
-- // these modes always score in increments of 1, thus this makes sense
-- {
-- if(leaderfrags != WinningConditionHelper_topscore)
-- {
-- leaderfrags = WinningConditionHelper_topscore;
--
-- if (limit)
-- if (leaderfrags == limit - 1)
-- Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_REMAINING_FRAG_1);
-- else if (leaderfrags == limit - 2)
-- Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_REMAINING_FRAG_2);
-- else if (leaderfrags == limit - 3)
-- Send_Notification(NOTIF_ALL, NULL, MSG_ANNCE, ANNCE_REMAINING_FRAG_3);
-- }
-- }
--
-- limitreached = false;
-- if(limit)
-- if(WinningConditionHelper_topscore >= limit)
-- limitreached = true;
-- if(leadlimit)
-- {
-- float leadlimitreached;
-- leadlimitreached = (WinningConditionHelper_topscore - WinningConditionHelper_secondscore >= leadlimit);
-- if(autocvar_leadlimit_and_fraglimit)
-- limitreached = (limitreached && leadlimitreached);
-- else
-- limitreached = (limitreached || leadlimitreached);
-- }
--
-- if(limit)
-- game_completion_ratio = max(game_completion_ratio, bound(0, WinningConditionHelper_topscore / limit, 1));
--
-- return GetWinningCode(
-- WinningConditionHelper_topscore && limitreached,
-- 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;
--
-- team1_score = team2_score = team3_score = team4_score = 0;
--
-- FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it), LAMBDA(
-- switch(it.team)
-- {
-- case NUM_TEAM_1: team1_score = 1; break;
-- case NUM_TEAM_2: team2_score = 1; break;
-- case NUM_TEAM_3: team3_score = 1; break;
-- case NUM_TEAM_4: team4_score = 1; break;
-- }
-- ));
--
-- IL_EACH(g_spawnpoints, true,
-- {
-- switch(it.team)
-- {
-- case NUM_TEAM_1: team1_score = 1; break;
-- case NUM_TEAM_2: team2_score = 1; break;
-- case NUM_TEAM_3: team3_score = 1; break;
-- case NUM_TEAM_4: team4_score = 1; break;
-- }
-- });
--
-- ClearWinners();
-- 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 = NUM_TEAM_1;
-- else if(team2_score)
-- t = NUM_TEAM_2;
-- else if(team3_score)
-- t = NUM_TEAM_3;
-- else // if(team4_score)
-- t = NUM_TEAM_4;
-- CheckAllowedTeams(NULL);
-- for(i = 0; i < MAX_TEAMSCORE; ++i)
-- {
-- if(t != NUM_TEAM_1) if(c1 >= 0) TeamScore_AddToTeam(NUM_TEAM_1, i, -1000);
-- if(t != NUM_TEAM_2) if(c2 >= 0) TeamScore_AddToTeam(NUM_TEAM_2, i, -1000);
-- if(t != NUM_TEAM_3) if(c3 >= 0) TeamScore_AddToTeam(NUM_TEAM_3, i, -1000);
-- if(t != NUM_TEAM_4) if(c4 >= 0) TeamScore_AddToTeam(NUM_TEAM_4, i, -1000);
-- }
--
-- AddWinners(team, t);
-- return WINNING_YES;
-- }
-- else
-- return WINNING_NO;
--}
--
--/*
--============
--CheckRules_World
--
--Exit deathmatch games upon conditions
--============
--*/
--void CheckRules_World()
--{
-- float timelimit;
-- float fraglimit;
-- float leadlimit;
--
-- 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;
-- }
--
-- timelimit = autocvar_timelimit * 60;
-- fraglimit = autocvar_fraglimit;
-- leadlimit = autocvar_leadlimit;
--
-- 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(timelimit > game_starttime)
-- game_completion_ratio = (time - game_starttime) / (timelimit - game_starttime);
-- else
-- game_completion_ratio = 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), LAMBDA(
-- ++totalplayers;
-- if(PlayerScore_Add(it, SP_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;
--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;
--bool autocvar_sv_gameplayfix_delayprojectiles;
--void Physics_Frame()
--{
-- if(autocvar_sv_freezenonclients)
-- return;
--
-- FOREACH_ENTITY_FLOAT(pure_data, false,
-- {
-- if(IS_CLIENT(it) || it.classname == "" || it.move_movetype == MOVETYPE_PUSH || it.move_movetype == MOVETYPE_FAKEPUSH || 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_NONE : it.move_movetype;
--
-- if(it.move_movetype == MOVETYPE_NONE)
-- continue;
--
-- if(it.move_qcphysics)
-- 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
-- {
-- // handle thinking here
-- if (getthink(it) && it.nextthink > 0 && it.nextthink <= time + frametime)
-- RunThink(it);
-- }
-- });
--
-- if(autocvar_sv_gameplayfix_delayprojectiles >= 0)
-- return;
--
-- FOREACH_ENTITY_FLOAT(move_qcphysics, true,
-- {
-- if(IS_CLIENT(it) || is_pure(it) || it.classname == "" || it.move_movetype == MOVETYPE_NONE)
-- 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) {
-- it.typehit_time = time;
- } else if (e.killsound) {
- it.kill_time = time;
-- } else if (e.damage_dealt) {
-- it.hit_time = time;
-- it.damage_dealt_total += 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);
-- });
-- 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), LAMBDA(
-- // TODO add timer
-- LOG_INFO("Redirecting: sending connect command to ", it.netname, "\n");
-- 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.\n");
--
-- if(time > redirection_timeout || clients_found == 0)
-- localcmd("\nwait; wait; wait; quit\n");
--
-- return true;
--}
--
--void TargetMusic_RestoreGame();
--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;
-- 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)
-- {
-- 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\n");
-- }
-- else
-- {
-- __init_dedicated_server_shutdown();
-- }
--}