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Xash3DArchive/engine/server/sv_init.c

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2007-06-21 22:00:00 +02:00
/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "engine.h"
#include "server.h"
server_static_t svs; // persistant server info
server_t sv; // local server
/*
================
SV_FindIndex
================
*/
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int SV_FindIndex (char *name, int start, int max, bool create)
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{
int i;
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if (!name || !name[0])
return 0;
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for (i=1 ; i<max && sv.configstrings[start+i][0] ; i++)
if (!strcmp(sv.configstrings[start+i], name))
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return i;
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if (!create)
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return 0;
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if (i == max)
Com_Error (ERR_DROP, "*Index: overflow");
strncpy (sv.configstrings[start+i], name, sizeof(sv.configstrings[i]));
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if (sv.state != ss_loading)
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{
// send the update to everyone
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SZ_Clear (&sv.multicast);
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MSG_Begin(svc_configstring);
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MSG_WriteShort (&sv.multicast, start+i);
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MSG_WriteString (&sv.multicast, name);
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MSG_Send(MSG_ALL_R, vec3_origin, NULL );
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}
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return i;
}
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int SV_ModelIndex (char *name)
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{
return SV_FindIndex (name, CS_MODELS, MAX_MODELS, true);
}
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int SV_SoundIndex (char *name)
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{
return SV_FindIndex (name, CS_SOUNDS, MAX_SOUNDS, true);
}
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int SV_ImageIndex (char *name)
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{
return SV_FindIndex (name, CS_IMAGES, MAX_IMAGES, true);
}
/*
================
SV_CreateBaseline
Entity baselines are used to compress the update messages
to the clients -- only the fields that differ from the
baseline will be transmitted
================
*/
void SV_CreateBaseline (void)
{
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edict_t *svent;
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int entnum;
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for (entnum = 1; entnum < ge->num_edicts ; entnum++)
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{
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svent = EDICT_NUM(entnum);
if (!svent->inuse)
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continue;
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if (!svent->s.modelindex && !svent->s.sound && !svent->s.effects)
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continue;
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svent->s.number = entnum;
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//
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// take current state as baseline
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//
VectorCopy (svent->s.origin, svent->s.old_origin);
sv.baselines[entnum] = svent->s;
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}
}
/*
=================
SV_CheckForSavegame
=================
*/
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void SV_CheckForSavegame (char *savename )
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{
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int i;
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char name[MAX_SYSPATH];
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if (sv_noreload->value) return;
if (Cvar_VariableValue ("deathmatch")) return;
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if (!savename) return;
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sprintf (name, "save/%s.bin", savename );
if(!FS_FileExists(name))
{
Msg("can't find %s\n", savename );
return;
}
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SV_ClearWorld ();
// get configstrings and areaportals
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SV_ReadLevelFile ( savename );
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if (!sv.loadgame)
{ // coming back to a level after being in a different
// level, so run it for ten seconds
// rlava2 was sending too many lightstyles, and overflowing the
// reliable data. temporarily changing the server state to loading
// prevents these from being passed down.
server_state_t previousState; // PGM
previousState = sv.state; // PGM
sv.state = ss_loading; // PGM
for (i = 0; i < 100; i++) SV_RunFrame ();
sv.state = previousState; // PGM
}
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}
/*
================
SV_SpawnServer
Change the server to a new map, taking all connected
clients along with it.
================
*/
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void SV_SpawnServer (char *server, char *spawnpoint, char *savename, server_state_t serverstate, bool attractloop, bool loadgame)
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{
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uint i, checksum;
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if (attractloop) Cvar_Set ("paused", "0");
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Msg("------- Server Initialization -------\n");
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MsgDev (D_INFO, "SpawnServer: %s\n", server);
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if (sv.demofile) FS_Close (sv.demofile);
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svs.spawncount++; // any partially connected client will be restarted
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sv.state = ss_dead;
Com_SetServerState (sv.state);
// wipe the entire per-level structure
memset (&sv, 0, sizeof(sv));
svs.realtime = 0;
sv.loadgame = loadgame;
sv.attractloop = attractloop;
// save name for levels that don't set message
strcpy (sv.configstrings[CS_NAME], server);
if (Cvar_VariableValue ("deathmatch"))
{
sprintf(sv.configstrings[CS_AIRACCEL], "%g", sv_airaccelerate->value);
pm_airaccelerate = sv_airaccelerate->value;
}
else
{
strcpy(sv.configstrings[CS_AIRACCEL], "0");
pm_airaccelerate = 0;
}
SZ_Init (&sv.multicast, sv.multicast_buf, sizeof(sv.multicast_buf));
strcpy (sv.name, server);
// leave slots at start for clients only
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for (i=0 ; i<maxclients->value ; i++)
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{
// needs to reconnect
if (svs.clients[i].state > cs_connected)
svs.clients[i].state = cs_connected;
svs.clients[i].lastframe = -1;
}
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sv.time = 1000;
strcpy (sv.name, server);
strcpy (sv.configstrings[CS_NAME], server);
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if (serverstate != ss_game)
{
sv.models[1] = CM_LoadMap ("", false, &checksum); // no real map
}
else
{
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sprintf (sv.configstrings[CS_MODELS+1], "maps/%s.bsp", server);
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sv.models[1] = CM_LoadMap (sv.configstrings[CS_MODELS+1], false, &checksum);
}
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sprintf (sv.configstrings[CS_MAPCHECKSUM],"%i", checksum);
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// clear physics interaction links
SV_ClearWorld ();
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for (i = 1; i < CM_NumInlineModels(); i++)
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{
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sprintf(sv.configstrings[CS_MODELS+1+i], "*%i", i);
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sv.models[i+1] = CM_InlineModel (sv.configstrings[CS_MODELS+1+i]);
}
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//
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// spawn the rest of the entities on the map
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//
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// precache and static commands can be issued during
// map initialization
sv.state = ss_loading;
Com_SetServerState (sv.state);
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// load and spawn all other entities
SV_SpawnEntities ( sv.name, CM_EntityString(), spawnpoint );
// run two frames to allow everything to settle
SV_RunFrame ();
SV_RunFrame ();
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// all precaches are complete
sv.state = serverstate;
Com_SetServerState (sv.state);
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// create a baseline for more efficient communications
SV_CreateBaseline ();
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// check for a savegame
SV_CheckForSavegame ( savename );
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// set serverinfo variable
Cvar_FullSet ("mapname", sv.name, CVAR_SERVERINFO | CVAR_NOSET);
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Msg ("-------------------------------------\n");
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}
/*
==============
SV_InitGame
A brand new game has been started
==============
*/
void SV_InitGame (void)
{
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int i;
edict_t *ent;
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char idmaster[32];
if (svs.initialized)
{
// cause any connected clients to reconnect
SV_Shutdown ("Server restarted\n", true);
}
else
{
// make sure the client is down
CL_Drop ();
SCR_BeginLoadingPlaque ();
}
// get any latched variable changes (maxclients, etc)
Cvar_GetLatchedVars ();
svs.initialized = true;
if (Cvar_VariableValue ("coop") && Cvar_VariableValue ("deathmatch"))
{
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Msg("Deathmatch and Coop both set, disabling Coop\n");
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Cvar_FullSet ("coop", "0", CVAR_SERVERINFO | CVAR_LATCH);
}
// dedicated servers are can't be single player and are usually DM
// so unless they explicity set coop, force it to deathmatch
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if (dedicated->value)
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{
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if (!Cvar_VariableValue ("coop"))
Cvar_FullSet ("deathmatch", "1", CVAR_SERVERINFO | CVAR_LATCH);
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}
// init clients
if (Cvar_VariableValue ("deathmatch"))
{
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if (maxclients->value <= 1)
Cvar_FullSet ("maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH);
else if (maxclients->value > MAX_CLIENTS)
Cvar_FullSet ("maxclients", va("%i", MAX_CLIENTS), CVAR_SERVERINFO | CVAR_LATCH);
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}
else if (Cvar_VariableValue ("coop"))
{
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if (maxclients->value <= 1 || maxclients->value > 4)
Cvar_FullSet ("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH);
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}
else // non-deathmatch, non-coop is one player
{
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Cvar_FullSet ("maxclients", "1", CVAR_SERVERINFO | CVAR_LATCH);
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}
svs.spawncount = rand();
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svs.clients = Z_Malloc (sizeof(client_t)*maxclients->value);
svs.num_client_entities = maxclients->value*UPDATE_BACKUP*64;
svs.client_entities = Z_Malloc (sizeof(entity_state_t)*svs.num_client_entities);
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// init network stuff
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NET_Config ( (maxclients->value > 1) );
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// heartbeats will always be sent to the id master
svs.last_heartbeat = -99999; // send immediately
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sprintf(idmaster, "192.246.40.37:%i", PORT_MASTER);
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NET_StringToAdr (idmaster, &master_adr[0]);
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// init game
SV_InitGameProgs ();
for (i = 0; i < maxclients->value; i++)
{
ent = EDICT_NUM(i + 1);
ent->s.number = i + 1;
svs.clients[i].edict = ent;
memset (&svs.clients[i].lastcmd, 0, sizeof(svs.clients[i].lastcmd));
}
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}
/*
======================
SV_Map
the full syntax is:
map [*]<map>$<startspot>+<nextserver>
command from the console or progs.
Map can also be a.cin, .pcx, or .dm2 file
Nextserver is used to allow a cinematic to play, then proceed to
another level:
map tram.cin+jail_e3
======================
*/
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void SV_Map (bool attractloop, char *levelstring, char *savename, bool loadgame)
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{
char *ch;
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int l;
char level[MAX_QPATH], spawnpoint[MAX_QPATH];
const char *ext = FS_FileExtension(levelstring);
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sv.loadgame = loadgame;
sv.attractloop = attractloop;
if (sv.state == ss_dead && !sv.loadgame) SV_InitGame ();// the game is just starting
strcpy (level, levelstring);
// if there is a + in the map, set nextserver to the remainder
ch = strstr(level, "+");
if (ch)
{
*ch = 0;
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Cvar_Set ("nextserver", va("gamemap \"%s\"", ch + 1));
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}
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else Cvar_Set ("nextserver", "");
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//ZOID special hack for end game screen in coop mode
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if (Cvar_VariableValue ("coop") && !strcasecmp(level, "victory.pcx"))
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Cvar_Set ("nextserver", "gamemap \"*base1\"");
// if there is a $, use the remainder as a spawnpoint
ch = strstr(level, "$");
if (ch)
{
*ch = 0;
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strcpy (spawnpoint, ch + 1);
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}
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else spawnpoint[0] = 0;
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// skip the end-of-unit flag if necessary
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if (level[0] == '*') strcpy (level, level+1);
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l = strlen(level);
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if (!strcmp(ext, "cin"))
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{
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SCR_BeginLoadingPlaque (); // for local system
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SV_BroadcastCommand ("changing\n");
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SV_SpawnServer (level, spawnpoint, NULL, ss_cinematic, attractloop, loadgame);
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}
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else if (!strcmp(ext, "dm2"))
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{
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SCR_BeginLoadingPlaque (); // for local system
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SV_BroadcastCommand ("changing\n");
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SV_SpawnServer (level, spawnpoint, NULL, ss_demo, attractloop, loadgame);
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}
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else if (!strcmp(ext, "pcx"))
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{
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SCR_BeginLoadingPlaque (); // for local system
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SV_BroadcastCommand ("changing\n");
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SV_SpawnServer (level, spawnpoint, NULL, ss_pic, attractloop, loadgame);
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}
else
{
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SCR_BeginLoadingPlaque (); // for local system
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SV_BroadcastCommand ("changing\n");
SV_SendClientMessages ();
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SV_SpawnServer (level, spawnpoint, savename, ss_game, attractloop, loadgame);
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Cbuf_CopyToDefer ();
}
SV_BroadcastCommand ("reconnect\n");
}