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// clientgame.cpp: core game related stuff

#include "cube.h"

int nextmode = 0;         // nextmode becomes gamemode after next map load
int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);

void
mode(int n)
{
void mode(int n) { addmsg(1, 2, SV_GAMEMODE, nextmode = n); };
	addmsg(1, 2, SV_GAMEMODE, nextmode = n);
};
COMMAND(mode, ARG_1INT);

bool intermission = false;

dynent *player1 = newdynent();          // our client
dvector players;                        // other clients
dynent *player1 = newdynent(); // our client
dvector players;               // other clients

VARP(sensitivity, 0, 10, 10000);
VARP(sensitivityscale, 1, 1, 10000);
VARP(invmouse, 0, 0, 1);

int lastmillis = 0;
int curtime = 10;
string clientmap;

extern int framesinmap;

char *
getclientmap()
{
char *getclientmap() { return clientmap; };
	return clientmap;
};

void
void resetmovement(dynent *d)
resetmovement(dynent *d)
{
    d->k_left = false;
    d->k_right = false;
    d->k_up = false;
    d->k_down = false;  
    d->jumpnext = false;
    d->strafe = 0;
    d->move = 0;
	d->k_left = false;
	d->k_right = false;
	d->k_up = false;
	d->k_down = false;
	d->jumpnext = false;
	d->strafe = 0;
	d->move = 0;
};

void
void spawnstate(dynent *d)              // reset player state not persistent accross spawns
spawnstate(dynent *d) // reset player state not persistent accross spawns
{
    resetmovement(d);
    d->vel.x = d->vel.y = d->vel.z = 0; 
    d->onfloor = false;
    d->timeinair = 0;
    d->health = 100;
    d->armour = 50;
    d->armourtype = A_BLUE;
    d->quadmillis = 0;
    d->lastattackgun = d->gunselect = GUN_SG;
    d->gunwait = 0;
	resetmovement(d);
	d->vel.x = d->vel.y = d->vel.z = 0;
	d->onfloor = false;
	d->timeinair = 0;
	d->health = 100;
	d->armour = 50;
	d->armourtype = A_BLUE;
	d->quadmillis = 0;
	d->lastattackgun = d->gunselect = GUN_SG;
	d->gunwait = 0;
	d->attacking = false;
    d->lastaction = 0;
    loopi(NUMGUNS) d->ammo[i] = 0;
    d->ammo[GUN_FIST] = 1;
    if(m_noitems)
	d->lastaction = 0;
	loopi(NUMGUNS) d->ammo[i] = 0;
	d->ammo[GUN_FIST] = 1;
	if (m_noitems) {
    {
        d->gunselect = GUN_RIFLE;
        d->armour = 0;
        if(m_noitemsrail)
		d->gunselect = GUN_RIFLE;
		d->armour = 0;
		if (m_noitemsrail) {
        {
            d->health = 1;
            d->ammo[GUN_RIFLE] = 100;
			d->health = 1;
			d->ammo[GUN_RIFLE] = 100;
        }
        else
		} else {
        {
            if(gamemode==12) { d->gunselect = GUN_FIST; return; };  // eihrul's secret "instafist" mode
            d->health = 256;
            if(m_tarena)
			if (gamemode == 12) {
				d->gunselect = GUN_FIST;
				return;
			}; // eihrul's secret "instafist" mode
			d->health = 256;
			if (m_tarena) {
            {
                int gun1 = rnd(4)+1;
                baseammo(d->gunselect = gun1);
                for(;;)
				int gun1 = rnd(4) + 1;
				baseammo(d->gunselect = gun1);
				for (;;) {
                {
                    int gun2 = rnd(4)+1;
                    if(gun1!=gun2) { baseammo(gun2); break; };
                };
            }
            else if(m_arena)    // insta arena
            {
                d->ammo[GUN_RIFLE] = 100;
					int gun2 = rnd(4) + 1;
					if (gun1 != gun2) {
						baseammo(gun2);
						break;
					};
				};
			} else if (m_arena) // insta arena
			{
				d->ammo[GUN_RIFLE] = 100;
            }
            else // efficiency
            {
                loopi(4) baseammo(i+1);
                d->gunselect = GUN_CG;
            };
            d->ammo[GUN_CG] /= 2;
        };
			} else // efficiency
			{
				loopi(4) baseammo(i + 1);
				d->gunselect = GUN_CG;
			};
			d->ammo[GUN_CG] /= 2;
		};
    }
    else
	} else {
    {
        d->ammo[GUN_SG] = 5;
    };
		d->ammo[GUN_SG] = 5;
	};
};
    
dynent *newdynent()                 // create a new blank player or monster

dynent *
newdynent() // create a new blank player or monster
{
    dynent *d = (dynent *)gp()->alloc(sizeof(dynent));
    d->o.x = 0;
    d->o.y = 0;
    d->o.z = 0;
    d->yaw = 270;
    d->pitch = 0;
    d->roll = 0;
    d->maxspeed = 22;
    d->outsidemap = false;
    d->inwater = false;
    d->radius = 1.1f;
    d->eyeheight = 3.2f;
    d->aboveeye = 0.7f;
    d->frags = 0;
    d->plag = 0;
    d->ping = 0;
    d->lastupdate = lastmillis;
    d->enemy = NULL;
    d->monsterstate = 0;
    d->name[0] = d->team[0] = 0;
    d->blocked = false;
    d->lifesequence = 0;
    d->state = CS_ALIVE;
    spawnstate(d);
    return d;
	dynent *d = (dynent *)gp()->alloc(sizeof(dynent));
	d->o.x = 0;
	d->o.y = 0;
	d->o.z = 0;
	d->yaw = 270;
	d->pitch = 0;
	d->roll = 0;
	d->maxspeed = 22;
	d->outsidemap = false;
	d->inwater = false;
	d->radius = 1.1f;
	d->eyeheight = 3.2f;
	d->aboveeye = 0.7f;
	d->frags = 0;
	d->plag = 0;
	d->ping = 0;
	d->lastupdate = lastmillis;
	d->enemy = NULL;
	d->monsterstate = 0;
	d->name[0] = d->team[0] = 0;
	d->blocked = false;
	d->lifesequence = 0;
	d->state = CS_ALIVE;
	spawnstate(d);
	return d;
};

void
void respawnself()
respawnself()
{
	spawnplayer(player1);
	showscores(false);
};

void
void arenacount(dynent *d, int &alive, int &dead, char *&lastteam, bool &oneteam)
arenacount(dynent *d, int &alive, int &dead, char *&lastteam, bool &oneteam)
{
    if(d->state!=CS_DEAD)
	if (d->state != CS_DEAD) {
    {
        alive++;
        if(lastteam && strcmp(lastteam, d->team)) oneteam = false;
        lastteam = d->team;
		alive++;
		if (lastteam && strcmp(lastteam, d->team))
			oneteam = false;
		lastteam = d->team;
    }
    else
	} else {
    {
        dead++;
    };
		dead++;
	};
};

int arenarespawnwait = 0;
int arenadetectwait  = 0;
int arenadetectwait = 0;

void
void arenarespawn()
arenarespawn()
{
    if(arenarespawnwait)
	if (arenarespawnwait) {
    {
        if(arenarespawnwait<lastmillis)
		if (arenarespawnwait < lastmillis) {
        {
            arenarespawnwait = 0;
            conoutf("new round starting... fight!");
            respawnself();
        };
			arenarespawnwait = 0;
			conoutf("new round starting... fight!");
			respawnself();
		};
    }
    else if(arenadetectwait==0 || arenadetectwait<lastmillis)
	} else if (arenadetectwait == 0 || arenadetectwait < lastmillis) {
    {
        arenadetectwait = 0;
        int alive = 0, dead = 0;
        char *lastteam = NULL;
        bool oneteam = true;
        loopv(players) if(players[i]) arenacount(players[i], alive, dead, lastteam, oneteam);
        arenacount(player1, alive, dead, lastteam, oneteam);
        if(dead>0 && (alive<=1 || (m_teammode && oneteam)))
		arenadetectwait = 0;
		int alive = 0, dead = 0;
		char *lastteam = NULL;
		bool oneteam = true;
		loopv(players) if (players[i])
		    arenacount(players[i], alive, dead, lastteam, oneteam);
		arenacount(player1, alive, dead, lastteam, oneteam);
		if (dead > 0 && (alive <= 1 || (m_teammode && oneteam))) {
        {
            conoutf("arena round is over! next round in 5 seconds...");
            if(alive) conoutf("team %s is last man standing", lastteam);
            else conoutf("everyone died!");
            arenarespawnwait = lastmillis+5000;
            arenadetectwait  = lastmillis+10000;
            player1->roll = 0;
        }; 
    };
			conoutf(
			    "arena round is over! next round in 5 seconds...");
			if (alive)
				conoutf(
				    "team %s is last man standing", lastteam);
			else
				conoutf("everyone died!");
			arenarespawnwait = lastmillis + 5000;
			arenadetectwait = lastmillis + 10000;
			player1->roll = 0;
		};
	};
};

void
void zapdynent(dynent *&d)
zapdynent(dynent *&d)
{
	if (d)
    if(d) gp()->dealloc(d, sizeof(dynent));
    d = NULL;
		gp()->dealloc(d, sizeof(dynent));
	d = NULL;
};

extern int democlientnum;

void
void otherplayers()
otherplayers()
{
    loopv(players) if(players[i])
    {
        const int lagtime = lastmillis-players[i]->lastupdate;
        if(lagtime>1000 && players[i]->state==CS_ALIVE)
	loopv(players) if (players[i])
	{
		const int lagtime = lastmillis - players[i]->lastupdate;
		if (lagtime > 1000 && players[i]->state == CS_ALIVE) {
        {
            players[i]->state = CS_LAGGED;
            continue;
        };
        if(lagtime && players[i]->state != CS_DEAD && (!demoplayback || i!=democlientnum)) moveplayer(players[i], 2, false);   // use physics to extrapolate player position
    };
			players[i]->state = CS_LAGGED;
			continue;
		};
		if (lagtime && players[i]->state != CS_DEAD &&
		    (!demoplayback || i != democlientnum))
			moveplayer(
			    players[i], 2, false); // use physics to extrapolate
			                           // player position
	};
};

void
void respawn()
respawn()
{
    if(player1->state==CS_DEAD)
	if (player1->state == CS_DEAD) {
    { 
        player1->attacking = false;
        if(m_arena) { conoutf("waiting for new round to start..."); return; };
        if(m_sp) { nextmode = gamemode; changemap(clientmap); return; };    // if we die in SP we try the same map again
		player1->attacking = false;
		if (m_arena) {
			conoutf("waiting for new round to start...");
			return;
		};
		if (m_sp) {
			nextmode = gamemode;
			changemap(clientmap);
			return;
		}; // if we die in SP we try the same map again
		respawnself();
	};
};

int sleepwait = 0;
string sleepcmd;
void
void sleepf(char *msec, char *cmd) { sleepwait = atoi(msec)+lastmillis; strcpy_s(sleepcmd, cmd); };
sleepf(char *msec, char *cmd)
{
	sleepwait = atoi(msec) + lastmillis;
	strcpy_s(sleepcmd, cmd);
};
COMMANDN(sleep, sleepf, ARG_2STR);

void
void updateworld(int millis)        // main game update loop
updateworld(int millis) // main game update loop
{
    if(lastmillis)
	if (lastmillis) {
    {     
        curtime = millis - lastmillis;
        if(sleepwait && lastmillis>sleepwait) { sleepwait = 0; execute(sleepcmd); };
        physicsframe();
        checkquad(curtime);
		if(m_arena) arenarespawn();
        moveprojectiles((float)curtime);
        demoplaybackstep();
        if(!demoplayback)
		curtime = millis - lastmillis;
		if (sleepwait && lastmillis > sleepwait) {
			sleepwait = 0;
			execute(sleepcmd);
		};
		physicsframe();
		checkquad(curtime);
		if (m_arena)
			arenarespawn();
		moveprojectiles((float)curtime);
		demoplaybackstep();
		if (!demoplayback) {
        {
            if(getclientnum()>=0) shoot(player1, worldpos);     // only shoot when connected to server
            gets2c();           // do this first, so we have most accurate information when our player moves
        };
        otherplayers();
        if(!demoplayback)
			if (getclientnum() >= 0)
				shoot(player1, worldpos); // only shoot when
				                          // connected to server
			gets2c(); // do this first, so we have most accurate
			          // information when our player moves
		};
		otherplayers();
		if (!demoplayback) {
        {
            monsterthink();
            if(player1->state==CS_DEAD)
			monsterthink();
			if (player1->state == CS_DEAD) {
            {
				if(lastmillis-player1->lastaction<2000)
				if (lastmillis - player1->lastaction < 2000) {
				{
					player1->move = player1->strafe = 0;
					moveplayer(player1, 10, false);
				}
                else if(!m_arena && !m_sp && lastmillis-player1->lastaction>10000) respawn();
				} else if (!m_arena && !m_sp &&
				           lastmillis - player1->lastaction >
            }
            else if(!intermission)
				               10000)
					respawn();
			} else if (!intermission) {
            {
                moveplayer(player1, 20, true);
                checkitems();
            };
            c2sinfo(player1);   // do this last, to reduce the effective frame lag
        };
    };
    lastmillis = millis;
				moveplayer(player1, 20, true);
				checkitems();
			};
			c2sinfo(player1); // do this last, to reduce the
			                  // effective frame lag
		};
	};
	lastmillis = millis;
};

void
entinmap(dynent *
void entinmap(dynent *d)    // brute force but effective way to find a free spawn spot in the map
        d) // brute force but effective way to find a free spawn spot in the map
{
    loopi(100)              // try max 100 times
    {
        float dx = (rnd(21)-10)/10.0f*i;  // increasing distance
        float dy = (rnd(21)-10)/10.0f*i;
        d->o.x += dx;
        d->o.y += dy;
        if(collide(d, true, 0, 0)) return;
        d->o.x -= dx;
        d->o.y -= dy;
    };
    conoutf("can't find entity spawn spot! (%d, %d)", (int)d->o.x, (int)d->o.y);
    // leave ent at original pos, possibly stuck
	loopi(100) // try max 100 times
	{
		float dx = (rnd(21) - 10) / 10.0f * i; // increasing distance
		float dy = (rnd(21) - 10) / 10.0f * i;
		d->o.x += dx;
		d->o.y += dy;
		if (collide(d, true, 0, 0))
			return;
		d->o.x -= dx;
		d->o.y -= dy;
	};
	conoutf(
	    "can't find entity spawn spot! (%d, %d)", (int)d->o.x, (int)d->o.y);
	// leave ent at original pos, possibly stuck
};

int spawncycle = -1;
int fixspawn = 2;

void
void spawnplayer(dynent *d)   // place at random spawn. also used by monsters!
spawnplayer(dynent *d) // place at random spawn. also used by monsters!
{
    int r = fixspawn-->0 ? 4 : rnd(10)+1;
    loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle+1);
    if(spawncycle!=-1)
	int r = fixspawn-- > 0 ? 4 : rnd(10) + 1;
	loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle + 1);
	if (spawncycle != -1) {
    {
        d->o.x = ents[spawncycle].x;
        d->o.y = ents[spawncycle].y;
        d->o.z = ents[spawncycle].z;
        d->yaw = ents[spawncycle].attr1;
        d->pitch = 0;
        d->roll = 0;
		d->o.x = ents[spawncycle].x;
		d->o.y = ents[spawncycle].y;
		d->o.z = ents[spawncycle].z;
		d->yaw = ents[spawncycle].attr1;
		d->pitch = 0;
		d->roll = 0;
    }
    else
	} else {
    {
        d->o.x = d->o.y = (float)ssize/2;
        d->o.z = 4;
    };
    entinmap(d);
    spawnstate(d);
    d->state = CS_ALIVE;
		d->o.x = d->o.y = (float)ssize / 2;
		d->o.z = 4;
	};
	entinmap(d);
	spawnstate(d);
	d->state = CS_ALIVE;
};

// movement input code

#define dir(name, v, d, s, os)                                                 \
	void name(bool isdown)                                                 \
	{                                                                      \
		player1->s = isdown;                                           \
#define dir(name,v,d,s,os) void name(bool isdown) { player1->s = isdown; player1->v = isdown ? d : (player1->os ? -(d) : 0); player1->lastmove = lastmillis; };
		player1->v = isdown ? d : (player1->os ? -(d) : 0);            \
		player1->lastmove = lastmillis;                                \
	};

dir(backward, move,   -1, k_down,  k_up);
dir(forward,  move,    1, k_up,    k_down);
dir(left,     strafe,  1, k_left,  k_right); 
dir(right,    strafe, -1, k_right, k_left); 
dir(backward, move, -1, k_down, k_up);
dir(forward, move, 1, k_up, k_down);
dir(left, strafe, 1, k_left, k_right);
dir(right, strafe, -1, k_right, k_left);

void
void attack(bool on)
attack(bool on)
{
    if(intermission) return;
    if(editmode) editdrag(on);
    else if(player1->attacking = on) respawn();
	if (intermission)
		return;
	if (editmode)
		editdrag(on);
	else if (player1->attacking = on)
		respawn();
};

void
jumpn(bool on)
{
void jumpn(bool on) { if(!intermission && (player1->jumpnext = on)) respawn(); };
	if (!intermission && (player1->jumpnext = on))
		respawn();
};

COMMAND(backward, ARG_DOWN);
COMMAND(forward, ARG_DOWN);
COMMAND(left, ARG_DOWN);
COMMAND(right, ARG_DOWN);
COMMANDN(jump, jumpn, ARG_DOWN);
COMMAND(attack, ARG_DOWN);
COMMAND(showscores, ARG_DOWN);

void
void fixplayer1range()
fixplayer1range()
{
    const float MAXPITCH = 90.0f;
    if(player1->pitch>MAXPITCH) player1->pitch = MAXPITCH;
    if(player1->pitch<-MAXPITCH) player1->pitch = -MAXPITCH;
    while(player1->yaw<0.0f) player1->yaw += 360.0f;
    while(player1->yaw>=360.0f) player1->yaw -= 360.0f;
	const float MAXPITCH = 90.0f;
	if (player1->pitch > MAXPITCH)
		player1->pitch = MAXPITCH;
	if (player1->pitch < -MAXPITCH)
		player1->pitch = -MAXPITCH;
	while (player1->yaw < 0.0f)
		player1->yaw += 360.0f;
	while (player1->yaw >= 360.0f)
		player1->yaw -= 360.0f;
};

void
void mousemove(int dx, int dy)
mousemove(int dx, int dy)
{
    if(player1->state==CS_DEAD || intermission) return;
    const float SENSF = 33.0f;     // try match quake sens
    player1->yaw += (dx/SENSF)*(sensitivity/(float)sensitivityscale);
    player1->pitch -= (dy/SENSF)*(sensitivity/(float)sensitivityscale)*(invmouse ? -1 : 1);
	if (player1->state == CS_DEAD || intermission)
		return;
	const float SENSF = 33.0f; // try match quake sens
	player1->yaw += (dx / SENSF) * (sensitivity / (float)sensitivityscale);
	player1->pitch -= (dy / SENSF) *
	                  (sensitivity / (float)sensitivityscale) *
	                  (invmouse ? -1 : 1);
	fixplayer1range();
};

// damage arriving from the network, monsters, yourself, all ends up here.

void
void selfdamage(int damage, int actor, dynent *act)
selfdamage(int damage, int actor, dynent *act)
{
    if(player1->state!=CS_ALIVE || editmode || intermission) return;
    damageblend(damage);
	if (player1->state != CS_ALIVE || editmode || intermission)
		return;
	damageblend(damage);
	demoblend(damage);
	int ad = damage * (player1->armourtype + 1) * 20 /
    int ad = damage*(player1->armourtype+1)*20/100;     // let armour absorb when possible
    if(ad>player1->armour) ad = player1->armour;
    player1->armour -= ad;
    damage -= ad;
    float droll = damage/0.5f;
    player1->roll += player1->roll>0 ? droll : (player1->roll<0 ? -droll : (rnd(2) ? droll : -droll));  // give player a kick depending on amount of damage
    if((player1->health -= damage)<=0)
	         100; // let armour absorb when possible
	if (ad > player1->armour)
		ad = player1->armour;
	player1->armour -= ad;
	damage -= ad;
	float droll = damage / 0.5f;
	player1->roll +=
	    player1->roll > 0
	        ? droll
	        : (player1->roll < 0
	                  ? -droll
	                  : (rnd(2) ? droll
	                            : -droll)); // give player a kick depending
	                                        // on amount of damage
	if ((player1->health -= damage) <= 0) {
    {
        if(actor==-2)
		if (actor == -2) {
        {
            conoutf("you got killed by %s!", act->name);
			conoutf("you got killed by %s!", act->name);
        }
        else if(actor==-1)
		} else if (actor == -1) {
        {
            actor = getclientnum();
            conoutf("you suicided!");
            addmsg(1, 2, SV_FRAGS, --player1->frags);
			actor = getclientnum();
			conoutf("you suicided!");
			addmsg(1, 2, SV_FRAGS, --player1->frags);
        }
        else
		} else {
        {
            dynent *a = getclient(actor);
            if(a)
			dynent *a = getclient(actor);
			if (a) {
            {
                if(isteam(a->team, player1->team))
				if (isteam(a->team, player1->team)) {
                {
                    conoutf("you got fragged by a teammate (%s)", a->name);
					conoutf("you got fragged by a teammate "
                }
                else
					        "(%s)",
					    a->name);
				} else {
                {
                    conoutf("you got fragged by %s", a->name);
                };
            };
        };
        showscores(true);
        addmsg(1, 2, SV_DIED, actor);
        player1->lifesequence++;
        player1->attacking = false;
        player1->state = CS_DEAD;
        player1->pitch = 0;
        player1->roll = 60;
        playsound(S_DIE1+rnd(2));
        spawnstate(player1);
        player1->lastaction = lastmillis;
					conoutf(
					    "you got fragged by %s", a->name);
				};
			};
		};
		showscores(true);
		addmsg(1, 2, SV_DIED, actor);
		player1->lifesequence++;
		player1->attacking = false;
		player1->state = CS_DEAD;
		player1->pitch = 0;
		player1->roll = 60;
		playsound(S_DIE1 + rnd(2));
		spawnstate(player1);
		player1->lastaction = lastmillis;
    }
    else
	} else {
    {
        playsound(S_PAIN6);
    };
		playsound(S_PAIN6);
	};
};

void
void timeupdate(int timeremain)
timeupdate(int timeremain)
{
    if(!timeremain)
	if (!timeremain) {
    {
        intermission = true;
        player1->attacking = false;
        conoutf("intermission:");
        conoutf("game has ended!");
        showscores(true);
		intermission = true;
		player1->attacking = false;
		conoutf("intermission:");
		conoutf("game has ended!");
		showscores(true);
    }
    else
	} else {
    {
        conoutf("time remaining: %d minutes", timeremain);
    };
		conoutf("time remaining: %d minutes", timeremain);
	};
};

dynent *
dynent *getclient(int cn)   // ensure valid entity
getclient(int cn) // ensure valid entity
{
    if(cn<0 || cn>=MAXCLIENTS)
	if (cn < 0 || cn >= MAXCLIENTS) {
    {
        neterr("clientnum");
        return NULL;
    };
    while(cn>=players.length()) players.add(NULL);
    return players[cn] ? players[cn] : (players[cn] = newdynent());
		neterr("clientnum");
		return NULL;
	};
	while (cn >= players.length())
		players.add(NULL);
	return players[cn] ? players[cn] : (players[cn] = newdynent());
};

void
void initclient()
initclient()
{
    clientmap[0] = 0;
    initclientnet();
	clientmap[0] = 0;
	initclientnet();
};

void
void startmap(char *name)   // called just after a map load
startmap(char *name) // called just after a map load
{
	if (netmapstart() && m_sp) {
		gamemode = 0;
    if(netmapstart() && m_sp) { gamemode = 0; conoutf("coop sp not supported yet"); };
    sleepwait = 0;
    monsterclear();
    projreset(); 
    spawncycle = -1;
    spawnplayer(player1);
    player1->frags = 0;
    loopv(players) if(players[i]) players[i]->frags = 0;
    resetspawns();
    strcpy_s(clientmap, name);
    if(editmode) toggleedit();
    setvar("gamespeed", 100);
		conoutf("coop sp not supported yet");
	};
	sleepwait = 0;
	monsterclear();
	projreset();
	spawncycle = -1;
	spawnplayer(player1);
	player1->frags = 0;
	loopv(players) if (players[i]) players[i]->frags = 0;
	resetspawns();
	strcpy_s(clientmap, name);
	if (editmode)
		toggleedit();
	setvar("gamespeed", 100);
	setvar("fog", 180);
	setvar("fogcolour", 0x8099B3);
    showscores(false);
    intermission = false;
    framesinmap = 0;
    conoutf("game mode is %s", modestr(gamemode));
}; 
	showscores(false);
	intermission = false;
	framesinmap = 0;
	conoutf("game mode is %s", modestr(gamemode));
};

COMMANDN(map, changemap, ARG_1STR);