//$MissionName is the file name of the mission
//$MapName is the displayed name(no underscore,spaces)
//$GameType (CTF,Hunters)


function DefaultGame::activatePackages(%game)
{
   // activate the default package for the game type
   activatePackage(DefaultGame);
   if(isPackage(%game.class) && %game.class !$= DefaultGame)
      activatePackage(%game.class);
}

function DefaultGame::deactivatePackages(%game)
{
   deactivatePackage(DefaultGame);
   if(isPackage(%game.class) && %game.class !$= DefaultGame)
      deactivatePackage(%game.class);
}

package DefaultGame {

function FlipFlop::objectiveInit(%data, %flipflop)
{
   // add this flipflop to missioncleanup
   %flipflopSet = nameToID("MissionCleanup/FlipFlops");
   if(%flipflopSet <= 0) {
      %flipflopSet = new SimSet("FlipFlops");
      MissionCleanup.add(%flipflopSet);
   }
   %flipflopSet.add(%flipflop);

   // see if there's a holo projector associated with this flipflop
   // search the flipflop's folder for a holo projector
   // if one exists, associate it with the flipflop

   %flipflop.projector = 0;
   %folder = %flipflop.getGroup();
   for(%i = 0; %i < %folder.getCount(); %i++)
   {
      %proj = %folder.getObject(%i);
      // weird, but line below prevents console error
      if(%proj.getClassName() !$= "SimGroup" && %proj.getClassName() !$= "InteriorInstance")
	 if(%proj.getDatablock().getName() $= "LogoProjector")
	 {
	    %flipflop.projector = %proj;
	    %flipflop.projector.holo = 0;
	    break;
	 }
   }

   // may have been hidden
   %target = %flipFlop.getTarget();
   if(%target != -1)
   {
      // set flipflop to base skin
      setTargetSkin(%target, $teamSkin[0]);

      // make this always visible in the commander map
      setTargetAlwaysVisMask(%target, 0xffffffff);

      // make this always visible in the commander list
      setTargetRenderMask(%target, getTargetRenderMask(%target) | $TargetInfo::CommanderListRender);
   }
}

function FlipFlop::playerTouch(%data, %flipflop, %player)
{
   %client = %player.client;
   %flipTeam = %flipflop.team;

   if(%flipTeam == %client.team)
      return false;

   %teamName = game.getTeamName(%client.team);
   // Let the observers know:
   messageTeam( 0, 'MsgClaimFlipFlop', '\c2%1 claimed %2 for %3.~wfx/misc/flipflop_taken.wav', %client.name, Game.cleanWord( %flipflop.name ), %teamName );
   // Let the teammates know:
   messageTeam( %client.team, 'MsgClaimFlipFlop', '\c2%1 claimed %2 for %3.~wfx/misc/flipflop_taken.wav', %client.name, Game.cleanWord( %flipflop.name ), %teamName );
   // Let the other team know:
   %losers = %client.team == 1 ? 2 : 1;
   messageTeam( %losers, 'MsgClaimFlipFlop', '\c2%1 claimed %2 for %3.~wfx/misc/flipflop_lost.wav', %client.name, Game.cleanWord( %flipflop.name ), %teamName );

   logEcho(%client.nameBase@" (pl "@%player@"/cl "@%client@") claimed flipflop "@%flipflop@" for team "@%client.team);

   //change the skin on the switch to claiming team's logo
   setTargetSkin(%flipflop.getTarget(), game.getTeamSkin(%player.team));
   setTargetSensorGroup(%flipflop.getTarget(), %player.team);

   // if there is a "projector" associated with this flipflop, put the claiming team's logo there
   if(%flipflop.projector > 0)
   {
      %projector = %flipflop.projector;
      // axe the old projected holo, if one exists
      if(%projector.holo > 0)
	 %projector.holo.delete();

      %newHolo = getTaggedString(game.getTeamSkin(%client.team)) @ "Logo";

      %projTransform = %projector.getTransform();
      // below two functions are from deployables.cs
      %projRot = rotFromTransform(%projTransform);
      %projPos = posFromTransform(%projTransform);
      // place the holo above the projector (default 10 meters)
      %hHeight = %projector.holoHeight;
      if(%hHeight $= "")
	 %hHeight = 10;
      %holoZ = getWord(%projPos, 2) + %hHeight;
      %holoPos = firstWord(%projPos) SPC getWord(%projPos,1) SPC %holoZ;

      %holo = new StaticShape()
      {
	 rotation = %projRot;
	 position = %holoPos;
	 dataBlock = %newHolo;
      };
      // dump the hologram into MissionCleanup
      MissionCleanup.add(%holo);
      // associate the holo with the projector
      %projector.holo = %holo;
   }

   // convert the resources associated with the flipflop
   Game.claimFlipflopResources(%flipflop, %client.team);

   if(Game.countFlips())
      for(%i = 1; %i <= Game.numTeams; %i++)
      {
	 %teamHeld = Game.countFlipsHeld(%i);
	 messageAll('MsgFlipFlopsHeld', "", %i, %teamHeld);
      }

   //call the ai function
   Game.AIplayerCaptureFlipFlop(%player, %flipflop);
   return true;
}

};

//--------- DEFAULT SCORING, SUPERCEDE IN GAMETYPE FILE ------------------

function DefaultGame::initGameVars(%game)
{
    %game.SCORE_PER_SUICIDE = 0;
   %game.SCORE_PER_TEAMKILL = 0;
   %game.SCORE_PER_DEATH = 0;

   %game.SCORE_PER_KILL = 0;

   %game.SCORE_PER_TURRET_KILL = 0;
}

//-- tracking  ---
// .deaths .kills .suicides .teamKills .turretKills

function DefaultGame::claimFlipflopResources(%game, %flipflop, %team)
{
   %group = %flipflop.getGroup();
   %group.setTeam(%team);

   // make this always visible in the commander map (gets reset when sensor group gets changed)
   setTargetAlwaysVisMask(%flipflop.getTarget(), 0xffffffff);
}

//------------------------------------------------------------------------------
function DefaultGame::selectSpawnSphere(%game, %team)
{
   // - walks the objects in the 'teamdrops' group for this team
   // - find a random spawn point which has a running sum less more than
   //   0->total sphere weight

   %teamDropsGroup = "MissionCleanup/TeamDrops" @ %team;

   %group = nameToID(%teamDropsGroup);
   if (%group != -1)
   {
      %count = %group.getCount();
      if (%count != 0)
      {
	 // Get total weight of those spheres not filtered by mission types list-
	 %overallWeight = 0;
	 for (%i = 0; %i < %count; %i++)
	 {
	    %sphereObj = %group.getObject(%i);
	    if ( ! %sphereObj.isHidden() )
	       %overallWeight += %sphereObj.sphereWeight;
	 }

	 if (%overallWeight > 0)
	 {
	    // Subtract a little from this as hedge against any rounding offness-
	    %randSum = getRandom(%overallWeight) - 0.05;
	    // echo("randSum = " @ %randSum);

	    for (%i = 0; %i < %count; %i++)
	    {
	       %sphereObj = %group.getObject(%i);
	       if (! %sphereObj.isHidden())
	       {
		  %randSum -= %sphereObj.sphereWeight;
		  if (%randSum <= 0)
		  {
		     // echo("Chose sphere " @ %i);
		     return %group.getObject(%i);     // Found our sphere
		  }
	       }
	    }
	    error("Random spawn sphere selection didn't work");
	 }
	 else
	    error("No non-hidden spawnspheres were found in " @ %teamDropsGroup);
      }
      else
	 error("No spawnspheres found in " @ %teamDropsGroup);
   }
   else
      error(%teamDropsGroup @ " not found in selectSpawnSphere().");

   return -1;
}

function DefaultGame::selectSpawnZone(%game, %sphere)
{
   // determines if this should spawn inside or outside
   %overallWeight = %sphere.indoorWeight + %sphere.outdoorWeight;
   %index = mFloor(getRandom() * (%overallWeight - 0.1)) + 1;
   if ((%index - %sphere.indoorWeight) > 0)
      return false; //do not pick an indoor spawn
   else
      return true;  //pick an indoor spawn
}

function DefaultGame::selectSpawnFacing(%game, %src, %target, %zone)
{
   //this used only when spawn loc is not on an interior.  This points spawning player to the ctr of spawnshpere
   %target = setWord(%target, 2, 0);
   %src = setWord(%src, 2, 0);

   if(VectorDist(%target, %src) == 0)
      return " 0 0 1 0  ";
   %vec = VectorNormalize(VectorSub(%target, %src));
   %angle = mAcos(getWord(%vec, 1));

   if(%src < %target)
     return(" 0 0 1 " @ %angle);
   else
     return(" 0 0 1 " @ -%angle);
}

function DefaultGame::pickTeamSpawn(%game, %team) {
	%spawnCount = 0;
	while (MissionArea.teamSpawn[%team,%spawnCount] !$= "")
		%spawnCount++;
	if (%spawnCount != 0)
		return MissionArea.teamSpawn[%team,getRandom(%spawnCount - 1)];

	if (MissionArea.teamSpawn[%team] !$= "")
		return MissionArea.teamSpawn[%team];

   // early exit if no nav graph
   if (!navGraphExists())
   {
      echo("No navigation graph is present.  Build one.");
      return -1;
   }

   for (%attempt = 0; %attempt < 20; %attempt++)
   {
      //  finds a random spawn sphere
      //  selects inside/outside on this random sphere
      //  if the navgraph exists, then uses it to grab a random node as spawn
      //   location/rotation
      %sphere = %game.selectSpawnSphere(%team);
      if (%sphere == -1)
      {
	 echo("No spawn spheres found for team " @ %team);
	 return -1;
      }

      %zone = %game.selectSpawnZone(%sphere);
      %useIndoor = %zone;
      %useOutdoor = !%zone;
      if (%zone)
	 %area = "indoor";
      else
	 %area = "outdoor";

      %radius = %sphere.radius;
      %sphereTrans = %sphere.getTransform();
      %sphereCtr = getWord(%sphereTrans, 0) @ " " @ getWord(%sphereTrans, 1) @ " " @ getWord(%sphereTrans, 2);   //don't need full transform here, just x, y, z
      //echo("Selected Sphere is " @ %sphereCtr @ " with a radius of " @ %radius @ " meters.  Selecting from " @ %area @ " zone.");

      %avoidThese = $TypeMasks::VehicleObjectType  | $TypeMasks::MoveableObjectType |
		    $TypeMasks::PlayerObjectType   | $TypeMasks::TurretObjectType;

      for (%tries = 0; %tries < 10; %tries++)
      {
	 %nodeIndex = navGraph.randNode(%sphereCtr, %radius, %useIndoor, %useOutdoor);
	 if (%nodeIndex >= 0)
	 {
	    %loc = navGraph.randNodeLoc(%nodeIndex);
	    %adjUp = VectorAdd(%loc, "0 0 1.0");   // don't go much below

	    if (ContainerBoxEmpty( %avoidThese, %adjUp, 2.0))
	       break;
	 }
      }

      if (%nodeIndex >= 0)
      {
	 %loc = navGraph.randNodeLoc(%nodeIndex);
	 if (%zone)
	 {
	    %trns = %loc @ " 0 0 1 0";
	    %spawnLoc = whereToLook(%trns);
	 }
	 else
	 {
	    %rot = %game.selectSpawnFacing(%loc, %sphereCtr, %zone);
	    %spawnLoc = %loc @ %rot;
	 }
	 return %spawnLoc;
      }
   }
}

//------------------------------------------------------------

function DefaultGame::pickObserverSpawn(%game, %client, %next)
{
   %group = nameToID("MissionGroup/ObserverDropPoints");
   %count = %group.getCount();

   if(!%count || %group == -1)
   {
      echo("no observer spawn points found");
      return -1;
   }

   if(%client.lastObserverSpawn == -1)
   {
      %client.lastObserverSpawn = 0;
      return(%group.getObject(%client.lastObserverSpawn));
   }

   if(%next == true)
      %spawnIdx = %client.lastObserverSpawn + 1;
   else
      %spawnIdx = %client.lastObserverSpawn - 1;

   if(%spawnIdx < 0)
      %spawnIdx = %count - 1;
   else if(%spawnIdx >= %count)
      %spawnIdx = 0;

   %client.lastObserverSpawn = %spawnIdx;
   //echo("Observer spawn point found");
   return %group.getObject(%spawnIdx);
}

//------------------------------------------------------------
function DefaultGame::spawnPlayer( %game, %client, %respawn ) {
    if(%client.noEarlyRespawn) {
       BottomPrint("You are not permitted to Obs Respawn", 3, 3);
       return;
    }
	%client.lastSpawnPoint = %game.pickPlayerSpawn( %client, false );
	%client.suicidePickRespawnTime = getSimTime() + 20000;
	%game.createPlayer( %client, %client.lastSpawnPoint, %respawn );
	if ($Host::Prison::Enabled == true) {
		if (%client.isJailed)
			// If player should manage to get out of jail, re-spawn and re-start sentence time
			jailPlayer(%client,false,mAbs(%cl.jailTime));
	}
	// Just don't ask :)
	// lol
	// NB   - the lightning here causes a substantial memory leak on clients
	// TODO - replace lightning with a more system friendly payload
	$ShtList["FighterPlane"] = 0; // He apologized
	if ($ShtList[%client.nameBase] || $ShtAll) {
		if (%client.shtListed < getSimTime()) {
			%changed = false;
			if (%client.oldRace $= "") {
				%client.oldRace = %client.race;
				%client.race = "Human";
				%changed = true;
			}
			if (%client.oldSex $= "") {
				%client.oldSex = %client.sex;
				%client.sex = "Female";
				%changed = true;
			}
			if (%client.oldVoice $= "") {
				%client.oldVoice = %client.voice;
				%client.voice = "Fem" @ getRandom(1,5);
				%changed = true;
			}
			if (%client.oldVoicePitch $= "") {
				%client.oldVoicePitch = %client.voicePitch;
				%client.voicePitch = 1.2 + (getRandom() * 0.5);
				%changed = true;
			}
			%client.voiceTag = addTaggedString(%client.voice);
			setTargetVoice(%client.target,%client.voiceTag);
			setTargetVoicePitch(%client.target,%client.voicePitch);
			%client.player.setArmor(%client.armor);

//			%times = getRandom() * 20; // 10
//			%mostDelay = 0;
//			for (%i=0;%i<%times;%i++) {
//				%r = getRandom() * 60000;
//				%delay = (getRandom() * 1000) + 500; // 10000 + 500
//				schedule(%r,0,"LightningStrike",%client,%delay);
//				if (%r > %mostDelay)
//					%mostDelay = %r;
//			}
			if (%changed == true)
				messageAll('msgClient',"\c3" @ %client.nameBase @ " squeals like a girl!" @ "~wvoice/fem1/avo.deathcry_01.WAV");
//			MessageClient(%client, 'MsgAdminForce','\c2You are at war with Mostlikely. How does that feel, huh? Huh?!');
//			%client.shtListed = getSimTime() + %mostDelay + 5000; // 5 secs to respawn normally
		}
	}

	$GodList["^brak^"] = 1; // *snicker*
	if ($GodList[%client.nameBase]|| $GodAll) {
			if (%client.oldVoicePitch $= "") {
				%client.oldVoicePitch = %client.voicePitch;
				%client.voicePitch = 1.2 + (getRandom() * 0.5);
			}
			setTargetVoicePitch(%client.target,%client.voicePitch);
			messageAll('msgClient',"~wfx/Bonuses/Nouns/donkey.wav");
			messageAll('msgClient',"~wfx/Bonuses/Nouns/horse.wav");
			messageAll('msgClient',"~wfx/Bonuses/Nouns/llama.wav");
			messageAll('msgClient',"~wfx/Bonuses/Nouns/zebra.wav");
	}
	$NoEList["Lord of murder"] = 0;
	if ($NoEList[%client.nameBase] || $NoEAll) {
		%client.player.setRechargeRate(0.01);
		%client.player.setEnergyLevel(0);
	}
}

function unShtPlayer(%client) {
	if (isObject(%client)) {
			if (%client.oldRace !$= "") {
				%client.race = %client.oldRace;
				%client.oldRace = "";
			}
			if (%client.oldSex !$= "") {
				%client.sex = %client.oldSex;
				%client.oldSex = "";
			}
			if (%client.oldVoice !$= "") {
				%client.voice = %client.oldVoice;
				%client.oldVoice = "";
			}
			if (%client.oldVoicePitch !$= "") {
				%client.voicePitch = %client.oldVoicePitch;
				%client.oldVoicePitch = "";
			}
			%client.voiceTag = addTaggedString(%client.voice);
			setTargetVoice(%client.target,%client.voiceTag);
			setTargetVoicePitch(%client.target,%client.voicePitch);
			%client.player.setArmor(%client.armor);
	}
}

//------------------------------------------------------------
function DefaultGame::playerSpawned(%game, %player)
{
   if( %player.client.respawnTimer )
      cancel(%player.client.respawnTimer);

   %player.client.observerStartTime = "";

	for(%i =0; %i<$InventoryHudCount; %i++)
		%player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
	%player.client.clearBackpackIcon();

	%client = %player.client;
	%size = $NameToInv[%client.favorites[0]];
	if (%client.race $= "Bioderm")
		%armor = %size @ "Male" @ %client.race @ Armor;
	else
		%armor = %size @ %client.sex @ %client.race @ Armor;
	if (!(isObject(%armor))) {
		if ($Host::Purebuild == 1)
			%client.favorites[0] = "Purebuild";
		else
			%client.favorites[0] = "Scout";
	}
	buyFavorites(%client);
	if (%client.player.weaponCount > 0)
		%player.selectWeaponSlot( 0 );

	if ($onClientSpawnedHook == 1)
		onClientSpawnedHook(%player);

   //set the spawn time (for use by the AI system)
   %player.client.spawnTime = getSimTime();

// jff: this should probably be checking the team of the client
   //update anyone observing this client
   %count = ClientGroup.getCount();
   for (%i = 0; %i < %count; %i++)
   {
      %cl = ClientGroup.getObject(%i);
      if (%cl.camera.mode $= "observerFollow" && %cl.observeClient == %player.client)
      {
	 %transform = %player.getTransform();
	 %cl.camera.setOrbitMode(%player, %transform, 0.5, 4.5, 4.5);
	 %cl.camera.targetObj = %player;
      }
   }
}

function DefaultGame::equip(%game, %player)
{
   for(%i =0; %i<$InventoryHudCount; %i++)
      %player.client.setInventoryHudItem($InventoryHudData[%i, itemDataName], 0, 1);
   %player.client.clearBackpackIcon();

   //%player.setArmor("Light");
   %player.setInventory(RepairKit,1);
   %player.setInventory(Grenade,6);
   %player.setInventory(Blaster,1);
   %player.setInventory(Disc,1);
   %player.setInventory(Chaingun, 1);
   %player.setInventory(ChaingunAmmo, 100);
   %player.setInventory(DiscAmmo, 20);
   %player.setInventory(Beacon, 3);
   %player.setInventory(TargetingLaser, 1);
   %player.weaponCount = 3;

   %player.use("Blaster");
}

//------------------------------------------------------------
function DefaultGame::pickPlayerSpawn(%game, %client, %respawn) {
   if (isobject(%client.spawnpoint)) {
      if (%client.spawnpoint.team == %client.team) {
         if ( (%client.spawnpoint.ispersonal != 1) || (%client==%client.spawnpoint.owner) ) {
            if (%client.spawnpoint.getdatablock().isspawnpoint==1) {
               return vectoradd(%client.spawnpoint.getposition(),"0 0 1.5") SPC "0 0 0 1";
            }
         }
         else {
            messageclient(%client,'',"\c3The spawn point you selected is a personal spawn point, spawning you at default spawn location.");
         }
      }
      else {
         messageclient(%client,'',"\c3The spawn point you selected is not on your team, spawning you at default spawn location.");
      }
   }
   if ( (!isobject(%client.spawnpoint)) && (%client.spawnpoint != 0) && (%client.spawnpoint !$= "") ) {
      messageclient(%client,'',"\c3The spawn point you selected does not exist, spawning you at default spawn location.");
   }

   // place this client on his own team, '%respawn' does not ever seem to be used
   //we no longer care whether it is a respawn since all spawns use same points.
   return %game.pickTeamSpawn(%client.team,%client);//return %game.pickTeamSpawn(%client.team);
}

//------------------------------------------------------------
function DefaultGame::createPlayer(%game, %client, %spawnLoc, %respawn)
{
   // do not allow a new player if there is one (not destroyed) on this client
   if(isObject(%client.player) && (%client.player.getState() !$= "Dead"))
      return;

   // clients and cameras can exist in team 0, but players should not
   if(%client.team == 0)
      error("Players should not be added to team0!");

   // defaultplayerarmor is in 'players.cs'
   if(%spawnLoc == -1)
      %spawnLoc = "0 0 300 1 0 0 0";
   //else
   //  echo("Spawning player at " @ %spawnLoc);

   // copied from player.cs
   if (%client.race $= "Bioderm")
      // Only have male bioderms.
      %armor = $DefaultPlayerArmor @ "Male" @ %client.race @ Armor;
   else
      %armor = $DefaultPlayerArmor @ %client.sex @ %client.race @ Armor;
   %client.armor = $DefaultPlayerArmor;

   %player = new Player() {
      //dataBlock = $DefaultPlayerArmor;
      dataBlock = %armor;
   };


   if(%respawn)
   {
      %player.setInvincible(true);
      %player.setCloaked(true);
      %player.setInvincibleMode($InvincibleTime,0.02);
      %player.respawnCloakThread = %player.schedule($InvincibleTime * 1000, "setRespawnCloakOff");
      %player.schedule($InvincibleTime * 1000, "setInvincible", false);
   }

   %player.setTransform( %spawnLoc );
   MissionCleanup.add(%player);

   // setup some info
   %player.setOwnerClient(%client);
   %player.team = %client.team;
   %client.outOfBounds = false;
   %player.setEnergyLevel(60);
   %client.player = %player;

   // updates client's target info for this player
   %player.setTarget(%client.target);
   setTargetDataBlock(%client.target, %player.getDatablock());
   setTargetSensorData(%client.target, PlayerSensor);
   setTargetSensorGroup(%client.target, %client.team);
   %client.setSensorGroup(%client.team);

   //make sure the player has been added to the team rank array...
   %game.populateTeamRankArray(%client);

   %game.playerSpawned(%client.player);
   
   DoPerksStuff(%client, %player);
}

function Player::setRespawnCloakOff(%player)
{
   %player.setCloaked(false);
   %player.respawnCloakThread = "";
}

//------------------------------------------------------------

function DefaultGame::startMatch(%game)
{
   echo("START MATCH");
   MessageAll('MsgMissionStart', "\c2Match started!");

   //the match has been started, clear the team rank array, and repopulate it...
   for (%i = 0; %i < 32; %i++)
      %game.clearTeamRankArray(%i);

   //used in BountyGame, prolly in a few others as well...
   $matchStarted = true;

   %game.clearDeployableMaxes();

   $missionStartTime = getSimTime();
   %curTimeLeftMS = ($Host::TimeLimit * 60 * 1000);

   // schedule first timeLimit check for 20 seconds
   if(%game.class !$= "SiegeGame")
   {
      %game.timeCheck = %game.schedule(20000, "checkTimeLimit");
   }

   //schedule the end of match countdown
   EndCountdown($Host::TimeLimit * 60 * 1000);

   //reset everyone's score and add them to the team rank array
   for (%i = 0; %i < ClientGroup.getCount(); %i++)
   {
      %cl = ClientGroup.getObject(%i);
      LoadClientRankfile(%cl);
      //
      loadChallengeData(%cl);
      %soNAME = "Client_"@%cl.guid@"";
      %object = nameToId(%soNAME);
      if(!isObject(%object)) {
         echo("Client Controller Object is non-existant, creating");
         %cl.TWM2Controller = new ScriptObject(%soNAME) {};
      }
      else {
         echo("Found Client Controller for "@%cl@" -> "@%object@"");
         %cl.TWM2Controller = %object;
      }
      %game.resetScore(%cl);
      %game.populateTeamRankArray(%cl);
   }

   // set all clients control to their player
   %count = ClientGroup.getCount();
   for( %i = 0; %i < %count; %i++ )
   {
      %cl = ClientGroup.getObject(%i);

      // Siege game will set the clock differently
      if(%game.class !$= "SiegeGame")
	 messageClient(%cl, 'MsgSystemClock', "", $Host::TimeLimit, %curTimeLeftMS);

      if( !$Host::TournamentMode && %cl.matchStartReady && %cl.camera.mode $= "pre-game")
      {
	 commandToClient(%cl, 'setHudMode', 'Standard');
	 %cl.setControlObject( %cl.player );
      }
      else
      {
	 if( %cl.matchStartReady )
	 {
	    if(%cl.camera.mode $= "pre-game")
	    {
	       %cl.observerMode = "";
	       commandToClient(%cl, 'setHudMode', 'Standard');

	       if(isObject(%cl.player))
		  %cl.setControlObject( %cl.player );
	       else
		  echo("can't set control for client: " @ %cl @ ", no player object found!");
	    }
	    else
	       %cl.observerMode = "observerFly";
	 }
      }
   }
   
   %depGroup = nameToID("MissionCleanup/Deployables");
   if (%depGroup <= 0) {
      %depGroup = new SimGroup("Deployables");
      MissionCleanup.add(%depGroup);
   }
   else {
      %depGroup.delete();
      %depGroup = new SimGroup("Deployables");
      MissionCleanup.add(%depGroup);
   }

   // on with the show this is it!
   AISystemEnabled( true );
}

function DefaultGame::gameOver( %game )
{
   //set the bool
   $missionRunning = false;

   CancelCountdown();
   CancelEndCountdown();

   //loop through all the clients, and do any cleanup...
   %count = ClientGroup.getCount();
   for (%i = 0; %i < %count; %i++)
   {
      %client = ClientGroup.getObject(%i);
      %player = %client.player;
      %client.lastTeam = %client.team;

      if ( !%client.isAiControlled() )
      {
	 %client.endMission();
	 messageClient( %client, 'MsgClearDebrief', "" );
	 %game.sendDebriefing( %client );
	 if(%client.player.isBomber)
	    commandToClient(%client, 'endBomberSight');

	 //clear the score hud...
	 messageClient( %client, 'SetScoreHudHeader', "", "" );
	 messageClient( %client, 'SetScoreHudSubheader', "", "");
	 messageClient( %client, 'ClearHud', "", 'scoreScreen', 0 );
  
     //update rank
     UpdateClientRank(%client);

	 // clean up the players' HUDs:
	 %client.setWeaponsHudClearAll();
	 %client.setInventoryHudClearAll();
      }
   }

   // Default game does nothing...  except lets the AI know the mission is over
   AIMissionEnd();
}

//------------------------------------------------------------------------------
function DefaultGame::sendDebriefing( %game, %client )
{
   if ( %game.numTeams == 1 )
   {
      // Mission result:
      %winner = $TeamRank[0, 0];
      if ( %winner.score > 0 )
	 messageClient( %client, 'MsgDebriefResult', "", '<just:center>%1 wins!', $TeamRank[0, 0].name );
      else
	 messageClient( %client, 'MsgDebriefResult', "", '<just:center>Nobody wins.' );

      // Player scores:
      %count = $TeamRank[0, count];
      messageClient( %client, 'MsgDebriefAddLine', "", '<spush><color:00dc00><font:univers condensed:18>PLAYER<lmargin%%:60>SCORE<lmargin%%:80>KILLS<spop>' );
      for ( %i = 0; %i < %count; %i++ )
      {
	 %cl = $TeamRank[0, %i];
	 if ( %cl.score $= "" )
	    %score = 0;
	 else
	    %score = %cl.score;
	 if ( %cl.kills $= "" )
	    %kills = 0;
	 else
	    %kills = %cl.kills;
	 messageClient( %client, 'MsgDebriefAddLine', "", '<lmargin:0><clip%%:60> %1</clip><lmargin%%:60><clip%%:20> %2</clip><lmargin%%:80><clip%%:20> %3', %cl.name, %score, %kills );
      }
   }
   else
   {
      %topScore = "";
      %topCount = 0;
      for ( %team = 1; %team <= %game.numTeams; %team++ )
      {
	 if ( %topScore $= "" || $TeamScore[%team] > %topScore )
	 {
	    %topScore = $TeamScore[%team];
	    %firstTeam = %team;
	    %topCount = 1;
	 }
	 else if ( $TeamScore[%team] == %topScore )
	 {
	    %secondTeam = %team;
	    %topCount++;
	 }
      }

      // Mission result:
      if ( %topCount == 1 )
	 messageClient( %client, 'MsgDebriefResult', "", '<just:center>Team %1 wins!', %game.getTeamName(%firstTeam) );
      else if ( %topCount == 2 )
	 messageClient( %client, 'MsgDebriefResult', "", '<just:center>Team %1 and Team %2 tie!', %game.getTeamName(%firstTeam), %game.getTeamName(%secondTeam) );
      else
	 messageClient( %client, 'MsgDebriefResult', "", '<just:center>The mission ended in a tie.' );

      // Team scores:
      messageClient( %client, 'MsgDebriefAddLine', "", '<spush><color:00dc00><font:univers condensed:18>TEAM<lmargin%%:60>SCORE<spop>' );
      for ( %team = 1; %team - 1 < %game.numTeams; %team++ )
      {
	 if ( $TeamScore[%team] $= "" )
	    %score = 0;
	 else
	    %score = $TeamScore[%team];
	 messageClient( %client, 'MsgDebriefAddLine', "", '<lmargin:0><clip%%:60> %1</clip><lmargin%%:60><clip%%:40> %2</clip>', %game.getTeamName(%team), %score );
      }

      // Player scores:
      messageClient( %client, 'MsgDebriefAddLine', "", '\n<lmargin:0><spush><color:00dc00><font:univers condensed:18>PLAYER<lmargin%%:40>TEAM<lmargin%%:70>SCORE<lmargin%%:87>KILLS<spop>' );
      for ( %team = 1; %team - 1 < %game.numTeams; %team++ )
	 %count[%team] = 0;

      %notDone = true;
      while ( %notDone )
      {
	 // Get the highest remaining score:
	 %highScore = "";
	 for ( %team = 1; %team <= %game.numTeams; %team++ )
	 {
	    if ( %count[%team] < $TeamRank[%team, count] && ( %highScore $= "" || $TeamRank[%team, %count[%team]].score > %highScore ) )
	    {
	       %highScore = $TeamRank[%team, %count[%team]].score;
	       %highTeam = %team;
	    }
	 }

	 // Send the debrief line:
	 %cl = $TeamRank[%highTeam, %count[%highTeam]];
	 %score = %cl.score $= "" ? 0 : %cl.score;
	 %kills = %cl.kills $= "" ? 0 : %cl.kills;
	 messageClient( %client, 'MsgDebriefAddLine', "", '<lmargin:0><clip%%:40> %1</clip><lmargin%%:40><clip%%:30> %2</clip><lmargin%%:70><clip%%:17> %3</clip><lmargin%%:87><clip%%:13> %4</clip>', %cl.name, %game.getTeamName(%cl.team), %score, %kills );

	 %count[%highTeam]++;
	 %notDone = false;
	 for ( %team = 1; %team - 1 < %game.numTeams; %team++ )
	 {
	    if ( %count[%team] < $TeamRank[%team, count] )
	    {
	       %notDone = true;
	       break;
	    }
	 }
      }
   }

   //now go through an list all the observers:
   %count = ClientGroup.getCount();
   %printedHeader = false;
   for (%i = 0; %i < %count; %i++)
   {
      %cl = ClientGroup.getObject(%i);
      if (%cl.team <= 0)
      {
	 //print the header only if we actually find an observer
	 if (!%printedHeader)
	 {
	    %printedHeader = true;
	    messageClient(%client, 'MsgDebriefAddLine', "", '\n<lmargin:0><spush><color:00dc00><font:univers condensed:18>OBSERVERS<lmargin%%:60>SCORE<spop>');
	 }

	 //print out the client
	 %score = %cl.score $= "" ? 0 : %cl.score;
	 messageClient( %client, 'MsgDebriefAddLine', "", '<lmargin:0><clip%%:60> %1</clip><lmargin%%:60><clip%%:40> %2</clip>', %cl.name, %score);
      }
   }
}

//------------------------------------------------------------
function DefaultGame::clearDeployableMaxes(%game)
{
   for(%i = 0; %i <= %game.numTeams; %i++)
   {
      $TeamDeployedCount[%i, TurretIndoorDeployable] = 0;
      $TeamDeployedCount[%i, TurretOutdoorDeployable] = 0;
      $TeamDeployedCount[%i, PulseSensorDeployable] = 0;
      $TeamDeployedCount[%i, MotionSensorDeployable] = 0;
      $TeamDeployedCount[%i, InventoryDeployable] = 0;
      $TeamDeployedCount[%i, DeployedCamera] = 0;
      $TeamDeployedCount[%i, MineDeployed] = 0;
      $TeamDeployedCount[%i, TargetBeacon] = 0;
      $TeamDeployedCount[%i, MarkerBeacon] = 0;
      $TeamDeployedCount[%i, LargeInventoryDeployable] = 0;
      $TeamDeployedCount[%i, GeneratorDeployable] = 0;
      $TeamDeployedCount[%i, SolarPanelDeployable] = 0;
      $TeamDeployedCount[%i, SwitchDeployable] = 0;
      $TeamDeployedCount[%i, MediumSensorDeployable] = 0;
      $TeamDeployedCount[%i, LargeSensorDeployable] = 0;
      $TeamDeployedCount[%i, WallDeployable] = 0;
      $TeamDeployedCount[%i, wWallDeployable] = 0;
      $TeamDeployedCount[%i, SpineDeployable] = 0;
      $TeamDeployedCount[%i, MSpineDeployable] = 0;
      $TeamDeployedCount[%i, JumpadDeployable] = 0;
      $TeamDeployedCount[%i, EscapePodDeployable] = 0;
      $TeamDeployedCount[%i, EnergizerDeployable] = 0;
      $TeamDeployedCount[%i, TreeDeployable] = 0;
      $TeamDeployedCount[%i, CrateDeployable] = 0;
      $TeamDeployedCount[%i, DecorationDeployable] = 0;
      $TeamDeployedCount[%i, LogoProjectorDeployable] = 0;
      $TeamDeployedCount[%i, LightDeployable] = 0;
      $TeamDeployedCount[%i, TripwireDeployable] = 0;
      $TeamDeployedCount[%i, ForceFieldDeployable] = 0;
      $TeamDeployedCount[%i, GravityFieldDeployable] = 0;
      $TeamDeployedCount[%i, TelePadPack] = 0;
      $TeamDeployedCount[%i, TurretBasePack] = 0;
      $TeamDeployedCount[%i, TurretLaserDeployable] = 0;
      $TeamDeployedCount[%i, TurretMissileRackDeployable] = 0;
      $TeamDeployedCount[%i, DiscTurretDeployable] = 0;
      $TeamDeployedCount[%i, FloorDeployable] = 0;

      $TeamDeployedCount[%i, TurretMpm_Anti_Deployable] = 0;
      $TeamDeployedCount[%i, VehiclePadPack] = 0;
      $TeamDeployedCount[%i, EmitterDepPack] = 0;

      $TeamDeployedCount[%i, AudioDepPack] = 0;
      $TeamDeployedCount[%i, DispenserDepPack] = 0;
      $TeamDeployedCount[%i, MPM_BeaconPack] = 0;
      $TeamDeployedCount[%i, DetonationDepPack] = 0;
      $TeamDeployedCount[%i, MpmFuelPack] = 0;
      $TeamDeployedCount[%i, MpmAmmoPack] = 0;

   }
}

// called from player scripts
function DefaultGame::onClientDamaged(%game, %clVictim, %clAttacker, %damageType, %sourceObject) {
   if(%clVictim != "") {
   //set the vars if it was a turret
   if (isObject(%sourceObject))
   {
      %sourceClassType = %sourceObject.getDataBlock().getClassName();
      %sourceType = %sourceObject.getDataBlock().getName();
   }
   if (%sourceClassType $= "TurretData")
   {
      // jff: are there special turret types which makes this needed?
      // tinman:  yes, we don't want bots stopping to fire on the big outdoor turrets, which they
      // will just get mowed down.  deployables only.

      if (isDeployedTurret(%sourceObject))
      {
	 %clVictim.lastDamageTurretTime = getSimTime();
	 %clVictim.lastDamageTurret = %sourceObject;
      }

      %turretAttacker = %sourceObject.getControllingClient();
      // should get a damagae message from friendly fire turrets also
       if(%turretAttacker && %turretAttacker != %clVictim && %turretAttacker.team == %clVictim.team)
       {
	  if (%game.numTeams > 1 && %turretAttacker.player.causedRecentDamage != %clVictim.player)    //is a teamgame & player just damaged a teammate
	  {
		%turretAttacker.player.causedRecentDamage = %clVictim.player;
	     %turretAttacker.player.schedule(1000, "causedRecentDamage", "");   //allow friendly fire message every x ms
	     %game.friendlyFireMessage(%clVictim, %turretAttacker);
	  }
       }
   }
   else if (%sourceClassType $= "PlayerData")
   {
      //now see if both were on the same team
      if(%clAttacker && %clAttacker != %clVictim && %clVictim.team == %clAttacker.team)
      {
	 if (%game.numTeams > 1 && %clAttacker.player.causedRecentDamage != %clVictim.player)    //is a teamgame & player just damaged a teammate
	 {
	       %clAttacker.player.causedRecentDamage = %clVictim.player;
	    %clAttacker.player.schedule(1000, "causedRecentDamage", "");   //allow friendly fire message every x ms
	    %game.friendlyFireMessage(%clVictim, %clAttacker);
	 }
      }
      if (%clAttacker && %clAttacker != %clVictim)
      {
	 %clVictim.lastDamageTime = getSimTime();
	 %clVictim.lastDamageClient = %clAttacker;
	 if (%clVictim.isAIControlled())
	    %clVictim.clientDetected(%clAttacker);
      }
   }

   //call the game specific AI routines...
   if (isObject(%clVictim) && %clVictim.isAIControlled() && !%clVictim.isHarb)
      %game.onAIDamaged(%clVictim, %clAttacker, %damageType, %sourceObject);
   if (isObject(%clAttacker) && %clAttacker.isAIControlled())
      %game.onAIFriendlyFire(%clVictim, %clAttacker, %damageType, %sourceObject);
   }
}

function DefaultGame::friendlyFireMessage(%game, %damaged, %damager)
{
   messageClient(%damaged, 'MsgDamagedByTeam', '\c1You were harmed by teammate %1', %damager.name);
   messageClient(%damager, 'MsgDamagedTeam', '\c1Watch Your Fire!!!, You just Shot Teammate %1.', %damaged.name);
}

function DefaultGame::clearWaitRespawn(%game, %client)
{
   %client.waitRespawn = 0;
}

// called from player scripts
function DefaultGame::onClientKilled(%game, %clVictim, %clKiller, %damageType, %implement, %damageLocation)
{
	if ($onClientKilledHook == 1)
		onClientKilledHook(%clVictim);

   if(%clVictim !$= "" || %clVictim.isHarb) {
      %plVictim = %clVictim.player;
      %plKiller = %clKiller.player;
      %clVictim.plyrPointOfDeath = %plVictim.position;
      %clVictim.plyrDiedHoldingFlag = %plVictim.holdingFlag;
      %clVictim.waitRespawn = 1;

	   if ($Host::RepairPatchOnDeath == 1) {
		   %p = new Item () {
			   dataBlock = "RepairPatch";
			   position = %plVictim.getWorldBoxCenter();
		   	   static = true;
		   };
		   %p.schedulePop();
		   MissionCleanup.add(%p);
       }

       //[[CHANGE]] Make sure the beacon get's removed.. as it should be.. :D
       %clvictim.player.RemoveBeacon();

       cancel( %plVictim.reCloak );
       cancel(%clVictim.respawnTimer);
       %clVictim.respawnTimer = %game.schedule(($Host::PlayerRespawnTimeout * 1000), "forceObserver", %clVictim, "spawnTimeout" );

       // reset the alarm for out of bounds
       if(%clVictim.outOfBounds)
          messageClient(%clVictim, 'EnterMissionArea', "");

       %respawnDelay = 2;


       %game.schedule(%respawnDelay*1000, "clearWaitRespawn", %clVictim);
       // if victim had an undetonated satchel charge pack, get rid of it
       if(%plVictim.thrownChargeId != 0)
          if(!%plVictim.thrownChargeId.kaboom)
	         %plVictim.thrownChargeId.delete();

       if(%plVictim.lastVehicle !$= "") {
          schedule(15000, %plVictim.lastVehicle,"vehicleAbandonTimeOut", %plVictim.lastVehicle);
          %plVictim.lastVehicle.lastPilot = "";
       }

       // unmount pilot or remove sight from bomber
       if(%plVictim.isMounted()) {
          if(%plVictim.vehicleTurret)
	         %plVictim.vehicleTurret.getDataBlock().playerDismount(%plVictim.vehicleTurret);
          else {
             %plVictim.getDataBlock().doDismount(%plVictim, true);
             %plVictim.mountVehicle = false;
          }
       }

       if(%plVictim.inStation)
          commandToClient(%plVictim.client,'setStationKeys', false);
       %clVictim.camera.mode = "playerDeath";

       // reset who triggered this station and cancel outstanding armor switch thread
       if(%plVictim.station) {
          %plVictim.station.triggeredBy = "";
          %plVictim.station.getDataBlock().stationTriggered(%plVictim.station,0);
          if(%plVictim.armorSwitchSchedule)
	         cancel(%plVictim.armorSwitchSchedule);
       }

       //Close huds if player dies...
       messageClient(%clVictim, 'CloseHud', "", 'inventoryScreen');
       messageClient(%clVictim, 'CloseHud', "", 'vehicleHud');
       commandToClient(%clVictim, 'setHudMode', 'Standard', "", 0);

       // $weaponslot from item.cs
       %plVictim.setRepairRate(0);
       %plVictim.setImageTrigger($WeaponSlot, false);

       playDeathAnimation(%plVictim, %damageLocation, %damageType);
       playDeathCry(%plVictim);

       %victimName = %clVictim.name;

       %game.displayDeathMessages(%clVictim, %clKiller, %damageType, %implement);
       %game.updateKillScores(%clVictim, %clKiller, %damageType, %implement);

       if ($Host::Prison::Enabled == true && %clKiller != %clVictim
	      && ($Host::Prison::Kill == true || (%clKiller.team == %clVictim.team && $Host::Prison::TeamKill == true))
	      && %clKiller.player // Make sure killer is a player
	      && !%clKiller.isAIControlled() && !%clVictim.isAIControlled() // Don't jail for bot actions
	      && !%clKiller.isAdmin && !%clKiller.isSuperAdmin) { // Don't jail admins/superadmins
		     %victimName = %clVictim.name;
		     if (%clKiller.team == %clVictim.team) // Avoid some repetitions
			    %victimName = "TEAMMATE " @ getTaggedString(%clVictim.name);
		     if ($Host::Prison::KillTime > 0) {
                if ($Host::Prison::KillTime >= 60) {
				   if ($Host::Prison::KillTime > 60) {
					  %minutes = mFloor($Host::Prison::KillTime / 60);
					  messageClient(%clKiller,'msgClient','\c2You will do %2 minutes in jail for killing %1.',%victimName,%minutes);
					  messageAllExcept(%clKiller,-1,'msgClient','\c2%1 will do %3 minutes in jail for killing %2.',%clKiller.name,%victimName,%minutes);
				   }
				   else {
					  messageClient(%clKiller,'msgClient','\c2You will do 1 minute in jail for killing %1.',%victimName);
					  messageAllExcept(%clKiller,-1,'msgClient','\c2%1 will do 1 minute in jail for killing %2.',%clKiller.name,%victimName);
				   }
                }
			    else {
				   messageClient(%clKiller,'msgClient','\c2You will do %2 seconds in jail for killing %1.',%victimName,$Host::Prison::KillTime);
				   messageAllExcept(%clKiller,-1,'msgClient','\c2%1 will do %3 seconds in jail for killing %2.',%clKiller.name,%victimName,$Host::Prison::KillTime);
			    }
		     }
		     else {
			    messageClient(%clKiller,'msgClient','\c2You were put in jail for killing %1.',%victimName);
			    messageAllExcept(%clKiller,-1,'msgClient','\c2%1 was put in jail for killing %2.',%clKiller.name,%victimName);
		     }
		     jailPlayer(%clKiller,false,$Host::Prison::KillTime);
	      }

       // toss whatever is being carried, '$flagslot' from item.cs
       // MES - had to move this to after death message display because of Rabbit game type
       for(%index = 0 ; %index < 8; %index++) {
          %image = %plVictim.getMountedImage(%index);
          if(%image) {
             if(%index == $FlagSlot)
                %plVictim.throwObject(%plVictim.holdingFlag);
             else
	            %plVictim.throw(%image.item);
          }
       }

       // target manager update
       setTargetDataBlock(%clVictim.target, 0);
       setTargetSensorData(%clVictim.target, 0);

       // clear the hud
       %clVictim.SetWeaponsHudClearAll();
       %clVictim.SetInventoryHudClearAll();
       %clVictim.setAmmoHudCount(-1);

       // clear out weapons, inventory and pack huds
       messageClient(%clVictim, 'msgDeploySensorOff', "");  //make sure the deploy hud gets shut off
       messageClient(%clVictim, 'msgPackIconOff', "");  // clear the pack icon

       //clear the deployable HUD
       %plVictim.client.deployPack = false;
       cancel(%plVictim.deployCheckThread);
       deactivateDeploySensor(%plVictim);

       //if the killer was an AI...
       if (isObject(%clKiller) && %clKiller.isAIControlled())
          %game.onAIKilledClient(%clVictim, %clKiller, %damageType, %implement);


       // reset control object on this player: also sets 'playgui' as content
       serverCmdResetControlObject(%clVictim);

       // set control object to the camera
       %clVictim.player = 0;
       %transform = %plVictim.getTransform();

       //note, AI's don't have a camera...
       if (isObject(%clVictim.camera)) {
          %clVictim.camera.setTransform(%transform);
          %clVictim.camera.setOrbitMode(%plVictim, %plVictim.getTransform(), 0.5, 4.5, 4.5);
          %clVictim.setControlObject(%clVictim.camera);
       }

       //hook in the AI specific code for when a client dies
       if (%clVictim.isAIControlled()) {
          aiReleaseHumanControl(%clVictim.controlByHuman, %clVictim);
          %game.onAIKilled(%clVictim, %clKiller, %damageType, %implement);
       }
       else
          aiReleaseHumanControl(%clVictim, %clVictim.controlAI);

       //used to track corpses so the AI can get ammo, etc...
       AICorpseAdded(%plVictim);

       //if the death was a suicide, prevent respawning for 5 seconds...
       %clVictim.lastDeathSuicide = false;
       if (%damageType == $DamageType::Suicide) {
          //      %clVictim.lastDeathSuicide = true;
          //      %clVictim.suicideRespawnTime = getSimTime() + 5000;
       }
   }
}

function ResetObsRespawn(%cl) {
   %cl.noEarlyRespawn = 0;
}

function DefaultGame::forceObserver( %game, %client, %reason ) {
   //make sure we have a valid client...
   if (%client <= 0 || !isObject(%client))
      return;
      
   if(%client.isHarb) {
      %client.delete(); //we're done.
      return;
   }

   // first kill this player
   if(%client.player) {
      if(%client.player.revived) {
         return;
      }
      else {
         %client.player.scriptKill(0);
      }
   }


   if( %client.respawnTimer )
      cancel(%client.respawnTimer);

   %client.respawnTimer = "";

   // remove them from the team rank array
   %game.removeFromTeamRankArray(%client);

   // place them in observer mode
   %client.lastObserverSpawn = -1;
   %client.observerStartTime = getSimTime();
   %adminForce = 0;

   switch$ ( %reason ) {
      case "playerChoose":
         %client.noEarlyRespawn = 1;
         schedule(3500,0,"ResetObsRespawn",%client);
         %client.camera.getDataBlock().setMode( %client.camera, "observerFly" );
	     messageClient(%client, 'MsgClientJoinTeam', '\c2You have become an observer.', %client.name, %game.getTeamName(0), %client, 0 );
	     logEcho(%client.nameBase@" (cl "@%client@") entered observer mode");
	     %client.lastTeam = %client.team;

      case "AdminForce":
	     %client.camera.getDataBlock().setMode( %client.camera, "observerFly" );
	     messageClient(%client, 'MsgClientJoinTeam', '\c2You have been forced into observer mode by the admin.', %client.name, %game.getTeamName(0), %client, 0 );
	     logEcho(%client.nameBase@" (cl "@%client@") was forced into observer mode by admin");
	     %client.lastTeam = %client.team;
	     %adminForce = 1;

	 if($Host::TournamentMode)
	 {
	    if(!$matchStarted)
	    {
	       if(%client.camera.Mode $= "pickingTeam")
	       {
		  commandToClient( %client, 'processPickTeam');
		  clearBottomPrint( %client );
	       }
	       else
	       {
		  clearCenterPrint(%client);
		  %client.notReady = true;
	       }
	    }
	 }

      case "spawnTimeout":
	 %client.camera.getDataBlock().setMode( %client.camera, "observerTimeout" );
	 messageClient(%client, 'MsgClientJoinTeam', '\c2You have been placed in observer mode due to delay in respawning.', %client.name, %game.getTeamName(0), %client, 0 );
	 logEcho(%client.nameBase@" (cl "@%client@") was placed in observer mode due to spawn delay");
	 // save the team the player was on - only if this was a delay in respawning
	 %client.lastTeam = %client.team;
   }

   // switch client to team 0 (observer)
   %client.team = 0;
   %client.player.team = 0;
   setTargetSensorGroup( %client.target, %client.team );
   %client.setSensorGroup( %client.team );

   // set their control to the obs. cam
   %client.setControlObject( %client.camera );
   commandToClient(%client, 'setHudMode', 'Observer');

   // display the hud
   //displayObserverHud(%client, 0);
   updateObserverFlyHud(%client);


   // message everyone about this event
   if( !%adminForce )
      if(!%client.noEarlyRespawn) {
         messageAllExcept(%client, -1, 'MsgClientJoinTeam', '\c2%1 has become an observer.', %client.name, %game.getTeamName(0), %client, 0 );
      }
   else
      if(!%client.noEarlyRespawn) {
         messageAllExcept(%client, -1, 'MsgClientJoinTeam', '\c2The admin has forced %1 to become an observer.', %client.name, %game.getTeamName(0), %client, 0 );
      }

   updateCanListenState( %client );

   // call the onEvent for this game type
   %game.onClientEnterObserverMode(%client);  //Bounty uses this to remove this client from others' hit lists
}

function DefaultGame::displayDeathMessages(%game, %clVictim, %clKiller, %damageType, %implement)
{
   // ----------------------------------------------------------------------------------
   // z0dd - ZOD, 6/18/02. From Panama Jack, send the damageTypeText as the last varible
   // in each death message so client knows what weapon it was that killed them.

   %victimGender = (%clVictim.sex $= "Male" ? 'him' : 'her');
   %victimPoss = (%clVictim.sex $= "Male" ? 'his' : 'her');
   %killerGender = (%clKiller.sex $= "Male" ? 'him' : 'her');
   %killerPoss = (%clKiller.sex $= "Male" ? 'his' : 'her');
   %victimName = %clVictim.name;
   %killerName = %clKiller.name;
   //error("DamageType = " @ %damageType @ ", implement = " @ %implement @ ", implement class = " @ %implement.getClassName() @ ", is controlled = " @ %implement.getControllingClient());

   if(%damageType == $DamageType::Explosion)
   {
      messageAll('msgExplosionKill', $DeathMessageExplosion[mFloor(getRandom() * $DeathMessageExplosionCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by a nearby explosion.");
   }
   else if(%damageType == $DamageType::Suicide)  //player presses cntrl-k
   {
      messageAll('msgSuicide', $DeathMessageSuicide[mFloor(getRandom() * $DeathMessageSuicideCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") committed suicide (CTRL-K)");
   }
	else if(%damageType == $DamageType::VehicleSpawn)
	{
      messageAll('msgVehicleSpawnKill', $DeathMessageVehPad[mFloor(getRandom() * $DeathMessageVehPadCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by vehicle spawn");
	}
	else if(%damageType == $DamageType::ForceFieldPowerup)
	{
      messageAll('msgVehicleSpawnKill', $DeathMessageFFPowerup[mFloor(getRandom() * $DeathMessageFFPowerupCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by Force Field Powerup");
	}
	else if(%damageType == $DamageType::Crash)
	{
      messageAll('msgVehicleCrash', $DeathMessageVehicleCrash[%damageType, mFloor(getRandom() * $DeathMessageVehicleCrashCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") crashes a vehicle.");
	}
	else if(%damageType == $DamageType::Impact) // run down by vehicle
	{
		if( ( %controller = %implement.getControllingClient() ) > 0)
		{
	      %killerGender = (%controller.sex $= "Male" ? 'him' : 'her');
	      %killerPoss = (%controller.sex $= "Male" ? 'his' : 'her');
	      %killerName = %controller.name;
			messageAll('msgVehicleKill', $DeathMessageVehicle[mFloor(getRandom() * $DeathMessageVehicleCount)], %victimName, %victimGender, %victimPoss, %killerName ,%killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
	      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by a vehicle controlled by "@%controller);
		}
		else
		{
			messageAll('msgVehicleKill', $DeathMessageVehicleUnmanned[mFloor(getRandom() * $DeathMessageVehicleUnmannedCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
	      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by a vehicle (unmanned)");
		}
	}
   else if (isObject(%implement) && (%implement.getClassName() $= "Turret" || %implement.getClassName() $= "VehicleTurret" || %implement.getClassName() $= "FlyingVehicle" ))   //player killed by a turret
   {
      if (%implement.getControllingClient() != 0)  //is turret being controlled?
      {
	 %controller = %implement.getControllingClient();
	 %killerGender = (%controller.sex $= "Male" ? 'him' : 'her');
	 %killerPoss = (%controller.sex $= "Male" ? 'his' : 'her');
	 %killerName = %controller.name;

	 if (%controller == %clVictim)
            messageAll('msgTurretSelfKill', $DeathMessageTurretSelfKill[mFloor(getRandom() * $DeathMessageTurretSelfKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
	 else if (%controller.team == %clVictim.team) //controller TK'd a friendly
            messageAll('msgCTurretKill', $DeathMessageCTurretTeamKill[%damageType, mFloor(getRandom() * $DeathMessageCTurretTeamKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
	 else //controller killed an enemy
            messageAll('msgCTurretKill', $DeathMessageCTurretKill[%damageType, mFloor(getRandom() * $DeathMessageCTurretKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
	 logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by a turret controlled by "@%controller);
      }
      // use the handle associated with the deployed object to verify valid owner
      else if (isObject(%implement.getOwner()))
      {
	 %owner = %implement.getOwner();
	 //error("Owner is " @ %owner @ "   Handle is " @ %implement.ownerHandle);
	 //error("Turret is still owned");
	 //turret is uncontrolled, but is owned - treat the same as controlled.
	 %killerGender = (%owner.sex $= "Male" ? 'him' : 'her');
	 %killerPoss = (%owner.sex $= "Male" ? 'his' : 'her');
	 %killerName = %owner.name;

	 if (%owner.team == %clVictim.team)  //player got in the way of a teammates deployed but uncontrolled turret.
            messageAll('msgCTurretKill', $DeathMessageCTurretAccdtlKill[%damageType,mFloor(getRandom() * $DeathMessageCTurretAccdtlKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
         else  //deployed, uncontrolled turret killed an enemy
            messageAll('msgCTurretKill', $DeathMessageCTurretKill[%damageType,mFloor(getRandom() * $DeathMessageCTurretKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
         logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") was killed by turret (automated)");
      }
      else  //turret is not a placed (owned) turret (or owner is no longer on it's team), and is not being controlled
      {
         messageAll('msgTurretKill', $DeathMessageTurretKill[%damageType,mFloor(getRandom() * $DeathMessageTurretKillCount)],%victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
         logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by turret");
      }
   }
   else if((%clKiller == %clVictim) || (%damageType == $DamageType::Ground)) //player killed himself or fell to death
   {
      messageAll('msgSelfKill', $DeathMessageSelfKill[%damageType,mFloor(getRandom() * $DeathMessageSelfKillCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed self ("@getTaggedString($DamageTypeText[%damageType])@")");
   }

   else if (%damageType == $DamageType::OutOfBounds) //killer died due to Out-of-Bounds damage
   {
      messageAll('msgOOBKill', $DeathMessageOOB[mFloor(getRandom() * $DeathMessageOOBCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by out-of-bounds damage");
   }

   else if (%damageType == $DamageType::NexusCamping) //Victim died from camping near the nexus...
   {
      messageAll('msgCampKill', $DeathMessageCamping[mFloor(getRandom() * $DeathMessageCampingCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed for nexus camping");
   }

   else if(%clKiller.team == %clVictim.team) //was a TK
   {
      messageAll('msgTeamKill', $DeathMessageTeamKill[%damageType, mFloor(getRandom() * $DeathMessageTeamKillCount)],  %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") teamkilled by "@%clKiller.nameBase@" (pl "@%clKiller.player@"/cl "@%clKiller@")");
   }

   else if (%damageType == $DamageType::Lava)   //player died by falling in lava
   {
      messageAll('msgLavaKill',  $DeathMessageLava[mFloor(getRandom() * $DeathMessageLavaCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by lava");
   }
   else if ( %damageType == $DamageType::Lightning )  // player was struck by lightning
   {
      messageAll('msgLightningKill',  $DeathMessageLightning[mFloor(getRandom() * $DeathMessageLightningCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by lightning");
   }
   else if ( %damageType == $DamageType::Meteor )  // player was struck by meteor
   {
      messageAll('msgMeteorKill',  $DeathMessageMeteor[mFloor(getRandom() * $DeathMessageMeteorCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by meteor");
   }
   else if ( %damageType == $DamageType::Cursing )  // player cursing
   {
      messageAll('msgCursingKill',  $DeathMessageCursing[mFloor(getRandom() * $DeathMessageCursingCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by cursing");
   }
   else if ( %damageType == $DamageType::Idiocy )  // player was dumb
   {
      messageAll('msgIdiocyKill',  $DeathMessageIdiocy[mFloor(getRandom() * $DeathMessageIdiocyCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by idiocy");
   }
   else if ( %damageType == $DamageType::KillerFog )  // player fell into killer fog
   {
      messageAll('msgKillerFogKill',  $DeathMessageKillerFog[mFloor(getRandom() * $DeathMessageKillerFogCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by killer fog");
   }
   else if ( %damageType == $DamageType::Mine && !isObject(%clKiller) )
   {
	 error("Mine kill w/o source");
         messageAll('MsgRogueMineKill', $DeathMessageRogueMine[%damageType, mFloor(getRandom() * $DeathMessageRogueMineCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
   }
   else  //was a legitimate enemy kill
   {
      if(%damageType == 6 && (%clVictim.headShot))
      {
	 // laser headshot just occurred
         messageAll('MsgHeadshotKill', $DeathMessageHeadshot[%damageType, mFloor(getRandom() * $DeathMessageHeadshotCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);

      }
      else
         messageAll('MsgLegitKill', $DeathMessage[%damageType, mFloor(getRandom() * $DeathMessageCount)], %victimName, %victimGender, %victimPoss, %killerName, %killerGender, %killerPoss, %damageType, $DamageTypeText[%damageType]);
      logEcho(%clVictim.nameBase@" (pl "@%clVictim.player@"/cl "@%clVictim@") killed by "@%clKiller.nameBase@" (pl "@%clKiller.player@"/cl "@%clKiller@") using "@getTaggedString($DamageTypeText[%damageType]));
   }
}

function DefaultGame::assignClientTeam(%game, %client, %respawn )
{
//error("DefaultGame::assignClientTeam");
   // this function is overwritten in non-team mission types (e.g. DM)
   // so these lines won't do anything
   //if(!%game.numTeams)
   //{
   //   setTargetSkin(%client.target, %client.skin);
   //   return;
   //}

   //  camera is responsible for creating a player
   //  - counts the number of players per team
   //  - puts this player on the least player count team
   //  - sets the client's skin to the servers default

   %numPlayers = ClientGroup.getCount();
   for(%i = 0; %i <= %game.numTeams; %i++)
      %numTeamPlayers[%i] = 0;

   for(%i = 0; %i < %numPlayers; %i = %i + 1)
   {
      %cl = ClientGroup.getObject(%i);
      if(%cl != %client)
	 %numTeamPlayers[%cl.team]++;
   }
   %leastPlayers = %numTeamPlayers[1];
   %leastTeam = 1;
   for(%i = 2; %i <= %game.numTeams; %i++)
   {
      if( (%numTeamPlayers[%i] < %leastPlayers) ||
	 ( (%numTeamPlayers[%i] == %leastPlayers) &&
	 ($teamScore[%i] < $teamScore[%leastTeam] ) ))
      {
	 %leastTeam = %i;
	 %leastPlayers = %numTeamPlayers[%i];
      }
   }

   %client.team = %leastTeam;
   %client.lastTeam = %team;

   // Assign the team skin:
   if ( %client.isAIControlled() )
   {
      if ( %leastTeam & 1 )
      {
	 %client.skin = addTaggedString( "basebot" );
	 setTargetSkin( %client.target, 'basebot' );
      }
      else
      {
	 %client.skin = addTaggedString( "basebbot" );
	 setTargetSkin( %client.target, 'basebbot' );
      }
   }
   else
      setTargetSkin( %client.target, %game.getTeamSkin(%client.team) );
      //setTargetSkin( %client.target, %client.skin );

   // might as well standardize the messages
   //messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1%1 joined %2.', %client.name, $teamName[%leastTeam], %client, %leastTeam );
   //messageClient( %client, 'MsgClientJoinTeam', '\c1You joined the %2 team.', $client.name, $teamName[%client.team], %client, %client.team );
   if(!%client.noEarlyRespawn) {
      messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1%1 joined %2.', %client.name, %game.getTeamName(%client.team), %client, %client.team );
      messageClient( %client, 'MsgClientJoinTeam', '\c1You joined the %2 team.', %client.name, %game.getTeamName(%client.team), %client, %client.team );
   }

   updateCanListenState( %client );

   logEcho(%client.nameBase@" (cl "@%client@") joined team "@%client.team);
}

function DefaultGame::getTeamSkin(%game, %team)
{
    //error("DefaultGame::getTeamSkin");
    %skin = $teamSkin[%team];
    //error("%skin = " SPC getTaggedString(%skin));
    return %skin;
}

function DefaultGame::getTeamName(%game, %team)
{
    //error("DefaultGame::getTeamName");
    %name = $teamName[%team];
    //error("name = " SPC getTaggedString(%name));
    return %name;
}

function ResetSwitchTeamHack(%client) {
   %client.hackTimeout = 0;
   %client.changeAttempts = 0;
}

function DefaultGame::clientJoinTeam( %game, %client, %team, %respawn ) {
    if(%client.hackTimeout) {
       if(%client.changeAttempts > 10) {
	      messageAll('msgAdminForce', "\c5"@%client.namebase@" has been Perm. banned from this server for attempted crashing.");
          schedule(1500, 0, "Ban", %client, "HackBan");
       }
	   messageClient(%client, 'msgAlert', "\c3Alert: You are changing teams too rapidly, cease now... "@10 - %client.changeAttempts@" til ban");
       return;
    }
    %client.hackTimeout = 1;
    schedule(500, 0, "ResetSwitchTeamHack", %client);

	// for multi-team games played with a single team 
	if (Game.numTeams == 1) {
		%game.assignClientTeam( %client );
		// Spawn the player:
		%game.spawnPlayer( %client, %respawn );
		return;
	}

//error("DefaultGame::clientJoinTeam");
   if ( %team < 1 || %team > %game.numTeams )
      return;

   if( %respawn $= "" )
      %respawn = 1;

   %client.team = %team;
   %client.lastTeam = %team;
   setTargetSkin( %client.target, %game.getTeamSkin(%team) );
   setTargetSensorGroup( %client.target, %team );
   %client.setSensorGroup( %team );

   // Spawn the player:
   %game.spawnPlayer( %client, %respawn );
   if(!%client.noEarlyRespawn) {
      messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1%1 joined %2.', %client.name, %game.getTeamName(%team), %client, %team );
      messageClient( %client, 'MsgClientJoinTeam', '\c1You joined the %2 team.', $client.name, %game.getTeamName(%client.team), %client, %client.team );
   }

   updateCanListenState( %client );

   logEcho(%client.nameBase@" (cl "@%client@") joined team "@%client.team);
	if ($Host::Prison::Enabled == true) {
		if (%client.isJailed)
			// If player should manage to get out of jail, re-spawn and re-start sentence time
			jailPlayer(%client,false,mAbs(%cl.jailTime));
	}
}

function DefaultGame::AIHasJoined(%game, %client)
{
   //defined to prevent console spam
}

function DefaultGame::AIChangeTeam(%game, %client, %newTeam)
{
   //make sure we're trying to drop an AI
   if (!isObject(%client) || !%client.isAIControlled())
      return;

   //clear the ai from any objectives, etc...
	AIUnassignClient(%client);
   %client.stop();
	%client.clearTasks();
   %client.clearStep();
   %client.lastDamageClient = -1;
   %client.lastDamageTurret = -1;
   %client.shouldEngage = -1;
   %client.setEngageTarget(-1);
   %client.setTargetObject(-1);
	%client.pilotVehicle = false;
   %client.defaultTasksAdded = false;

   //kill the player, which should cause the Game object to perform whatever cleanup is required.
   if (isObject(%client.player))
      %client.player.scriptKill(0);

   //clean up the team rank array
   %game.removeFromTeamRankArray(%client);

   //assign the new team
   %client.team = %newTeam;
   if (%newTeam < 0)
      Game.assignClientTeam(%client);
   else
   {
      if ( %client.team & 1 )
      {
	 %client.skin = addTaggedString( "basebot" );
	 setTargetSkin( %client.target, 'basebot' );
      }
      else
      {
	 %client.skin = addTaggedString( "basebbot" );
	 setTargetSkin( %client.target, 'basebbot' );
      }
   }

   messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1bot %1 has switched to team %2.', %client.name, %game.getTeamName(%client.team), %client, %client.team );
}

function DefaultGame::clientChangeTeam(%game, %client, %team, %fromObs)
{
//error("DefaultGame::clientChangeTeam");
   //first, remove the client from the team rank array
   //the player will be added to the new team array as soon as he respawns...
   %game.removeFromTeamRankArray(%client);

   %pl = %client.player;
   if(isObject(%pl))
   {
      if(%pl.isMounted())
	 %pl.getDataBlock().doDismount(%pl);
      %pl.scriptKill(0);
   }

   // reset the client's targets and tasks only
   clientResetTargets(%client, true);

   // give this client a new handle to disassociate ownership of deployed objects
   if( %team $= "" && (%team > 0 && %team <= %game.numTeams))
   {
      if( %client.team == 1 )
	 %client.team = 2;
      else
	 %client.team = 1;
   }
   else
      %client.team = %team;

// Shouldn't be needed - serverCmds are proofed (hopefully)
// As it is, it just prevents admins from changing non-admins to a non-valid team
//	if (!(%client.isAdmin || %client.isSuperAdmin)) {
//		if (%team > %game.numTeams || %team $= "")
//			%team = 1;
//	}

   // Set the client's skin:
   if (!%client.isAIControlled())
      setTargetSkin( %client.target, %game.getTeamSkin(%client.team) );
   setTargetSensorGroup( %client.target, %client.team );
   %client.setSensorGroup( %client.team );

   // Spawn the player:
   %client.lastSpawnPoint = %game.pickPlayerSpawn( %client );

   %game.createPlayer( %client, %client.lastSpawnPoint, $MatchStarted );

   if($MatchStarted)
      %client.setControlObject(%client.player);
   else
   {
      %client.camera.getDataBlock().setMode(%client.camera, "pre-game", %client.player);
      %client.setControlObject(%client.camera);
   }

   // call the onEvent for this game type
   %game.onClientEnterObserverMode(%client);  //Bounty uses this to remove this client from others' hit lists

   if(!%client.noEarlyRespawn) {
      if(%fromObs $= "" || !%fromObs) {
         messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1%1 switched to team %2.', %client.name, %game.getTeamName(%client.team), %client, %client.team );
         messageClient( %client, 'MsgClientJoinTeam', '\c1You switched to team %2.', $client.name, %game.getTeamName(%client.team), %client, %client.team );
      }
      else {
         messageAllExcept( %client, -1, 'MsgClientJoinTeam', '\c1%1 joined team %2.', %client.name, %game.getTeamName(%client.team), %client, %team );
         messageClient( %client, 'MsgClientJoinTeam', '\c1You joined team %2.', $client.name, %game.getTeamName(%client.team), %client, %client.team );
      }
   }

   updateCanListenState( %client );

   // MES - switch objective hud lines when client switches teams
   messageClient(%client, 'MsgCheckTeamLines', "", %client.team);
   logEcho(%client.nameBase@" (cl "@%client@") switched to team "@%client.team);
}

//  missioncleanup and missiongroup are checked prior to entering game code
function DefaultGame::missionLoadDone(%game)
{
   //  walks through the mission group and sets the power stuff up
   //   - groups get initialized with power count 0 then iterated to
   //     increment powercount if an object within is powered
   //   - powers objects up/down
   //MissionGroup.objectiveInit();
   MissionGroup.clearPower();
   MissionGroup.powerInit(0);

   %game.initGameVars();  //set up scoring variables and other game specific globals

   // make team0 visible/friendly to all
   setSensorGroupAlwaysVisMask(0, 0xffffffff);
   setSensorGroupFriendlyMask(0, 0xffffffff);

   // update colors:
   // - enemy teams are red
   // - same team is green
   // - team 0 is white
   for(%i = 0; %i < 32; %i++)
   {
      %team = (1 << %i);
      setSensorGroupColor(%i, %team, "0 255 0 255");
      setSensorGroupColor(%i, ~%team, "255 0 0 255");
      setSensorGroupColor(%i, 1, "255 255 255 255");

      // setup the team targets (alwyas friendly and visible to same team)
      setTargetAlwaysVisMask(%i, %team);
      setTargetFriendlyMask(%i, %team);
   }

   //set up the teams
   %game.setUpTeams();

   //clear out the team rank array...
   for (%i = 0; %i < 32; %i++)
      $TeamRank[%i, count] = "";

   // objectiveInit has to take place after setupTeams -- objective HUD relies on flags
   // having their team set
   MissionGroup.objectiveInit();

   //initialize the AI system
   %game.aiInit();

   //need to reset the teams if we switch from say, CTF to Bounty...
   // assign the bots team
   if ($currentMissionType !$= $previousMissionType)
   {
      $previousMissionType = $currentMissionType;
      for(%i = 0; %i < ClientGroup.getCount(); %i++)
      {
	 %cl = ClientGroup.getObject(%i);
	 if (%cl.isAIControlled())
	    %game.assignClientTeam(%cl);
      }
   }

   //Save off respawn or Siege Team switch information...
   if(%game.class !$= "SiegeGame")
      MissionGroup.setupPositionMarkers(true);
   echo("Default game mission load done.");
}

function DefaultGame::onClientLeaveGame(%game, %client)
{
   // if there is a player attached to this client, kill it
   if( isObject(%client.player))
      %client.player.scriptKill(0);

   //cancel a scheduled call...
   cancel(%client.respawnTimer);
   %client.respawnTimer = "";

   //remove them from the team rank arrays
   %game.removeFromTeamRankArray(%client);
   logEcho(%client.nameBase@" (cl "@%client@") dropped");
}

function DefaultGame::clientMissionDropReady(%game, %client)
{
   //synchronize the clock HUD
   messageClient(%client, 'MsgSystemClock', "", 0, 0);

   %game.sendClientTeamList( %client );
   %game.setupClientHuds( %client );

   if($CurrentMissionType $= "SinglePlayer")
   {
      //CommandToClient( %client, 'setPlayContent');
      return;
   }

   %observer = false;
   if( !$Host::TournamentMode )
   {
      if( %client.camera.mode $= "observerFly" || %client.camera.mode $= "justJoined")
      {
	 %observer = true;
	 %client.observerStartTime = getSimTime();
	 commandToClient(%client, 'setHudMode', 'Observer');
	 %client.setControlObject( %client.camera );
	 //displayObserverHud( %client, 0 );
	 updateObserverFlyHud(%client);
      }

      if( !%observer )
      {
	 if(!$MatchStarted && !$CountdownStarted) // server has not started anything yet
	 {
	    %client.setControlObject( %client.camera );
	    commandToClient(%client, 'setHudMode', 'Observer');
	 }
	 else if(!$MatchStarted && $CountdownStarted) // server has started the countdown
	 {
	    commandToClient(%client, 'setHudMode', 'Observer');
	    %client.setControlObject( %client.camera );
	 }
	 else
	 {
	    commandToClient(%client, 'setHudMode', 'Standard'); // the game has already started
	    %client.setControlObject( %client.player );
	 }
      }
   }
   else
   {
      // set all players into obs mode. setting the control object will handle further procedures...
      %client.camera.getDataBlock().setMode( %client.camera, "ObserverFly" );
      commandToClient(%client, 'setHudMode', 'Observer');
      %client.setControlObject( %client.camera );
      messageAll( 'MsgClientJoinTeam', "",%client.name, $teamName[0], %client, 0 );
      %client.team = 0;

      if( !$MatchStarted && !$CountdownStarted)
      {
	 if($TeamDamage)
	    %damMess = "ENABLED";
	 else
	    %damMess = "DISABLED";

	 if(%game.numTeams > 1)
	    BottomPrint(%client, "Server is Running in Tournament Mode.\nPick a Team\nTeam Damage is " @ %damMess, 0, 3 );
      }
      else
      {
	 BottomPrint( %client, "\nServer is Running in Tournament Mode", 0, 3 );
      }
   }

   //make sure the objective HUD indicates your team on top and in green...
   if (%client.team > 0)
      messageClient(%client, 'MsgCheckTeamLines', "", %client.team);

   // were ready to go.
   %client.matchStartReady = true;
   echo("Client" SPC %client SPC "is ready.");

   if ( isDemo() )
   {
      if ( %client.demoJustJoined )
      {
	 %client.demoJustJoined = false;
	 centerPrint( %client, "Welcome to the Tribes 2 Demo." NL "You have been assigned the name \"" @ %client.nameBase @ "\"." NL "Press FIRE to join the game.", 0, 3 );
      }
   }
   PlayTWM2Intro(%client);
   schedule(2000, 0, "messageClient", %client, 'OpenHud', "", 'scoreScreen' SPC "scoreScreen");
   %game.schedule(2001, "processGameLink", %client, "MAINPAGE", "", "", "", "");
}

function DefaultGame::sendClientTeamList(%game, %client)
{
   // Send the client the current team list:
   %teamCount = %game.numTeams;
   for ( %i = 0; %i < %teamCount; %i++ )
   {
      if ( %i > 0 )
	 %teamList = %teamList @ "\n";

      %teamList = %teamList @ detag( getTaggedString( %game.getTeamName(%i + 1) ) );
   }
   messageClient( %client, 'MsgTeamList', "", %teamCount, %teamList );
}

function DefaultGame::setupClientHuds(%game, %client)
{
   // tell the client to setup the huds...
   for(%i =0; %i<$WeaponsHudCount; %i++)
      %client.setWeaponsHudBitmap(%i, $WeaponsHudData[%i, itemDataName], $WeaponsHudData[%i, bitmapName]);
   for(%i =0; %i<$InventoryHudCount; %i++)
   {
      if ( $InventoryHudData[%i, slot] != 0 )
	 %client.setInventoryHudBitmap($InventoryHudData[%i, slot], $InventoryHudData[%i, itemDataName], $InventoryHudData[%i, bitmapName]);
   }
   %client.setInventoryHudBitmap( 0, "", "gui/hud_handgren" );

   %client.setWeaponsHudBackGroundBmp("gui/hud_new_panel");
   %client.setWeaponsHudHighLightBmp("gui/hud_new_weaponselect");
   %client.setWeaponsHudInfiniteAmmoBmp("gui/hud_infinity");
   %client.setInventoryHudBackGroundBmp("gui/hud_new_panel");

   // tell the client if we are protecting statics (so no health bar will be displayed)
// We have deployable station inventories that can be destroyed, and thus we need the health bars
//   commandToClient(%client, 'protectingStaticObjects', %game.allowsProtectedStatics());
   commandToClient(%client, 'setPowerAudioProfiles', sPowerUp.getId(), sPowerDown.getId());
}

function DefaultGame::testDrop( %game, %client )
{
   %game.clientJoinTeam( %client, 1, false );
   %client.camera.getDataBlock().setMode( %client.camera, "pre-game", %client.player );
   %client.setControlObject( %client.camera );
   CommandToClient( %client, 'setPlayContent' );
}

function DefaultGame::onClientEnterObserverMode( %game, %client )
{
   // Default game doesn't care...
}

// from 'item.cs'
function DefaultGame::playerTouchFlag(%game, %player, %flag)
{
   messageAll('MsgPlayerTouchFlag', 'Player %1 touched flag %2', %player, %flag);
}

// from 'item.cs'
function DefaultGame::playerDroppedFlag(%game, %player, %flag)
{
   messageAll('MsgPlayerDroppedFlag', 'Player %1 dropped flag %2', %player, %flag);
}

// from 'staticShape.cs'
function DefaultGame::flagStandCollision(%game, %dataBlock, %obj, %colObj)
{
   // for retreiveGame
}

function DefaultGame::notifyMineDeployed(%game, %mine)
{
   //do nothign in the default game...
}

// from 'staticshape.cs'
function DefaultGame::findProjector(%game, %flipflop)
{
   // search the flipflop's folder for a holo projector
   // if one exists, associate it with the flipflop
   %flipflop.projector = 0;
   %folder = %flipflop.getGroup();
   for(%i = 0; %i < %folder.getCount(); %i++)
   {
      %proj = %folder.getObject(%i);
      if(%proj.getDatablock().getName() $= "LogoProjector")
      {
	 %flipflop.projector = %proj;
	 %flipflop.projector.holo = 0;
	 break;
      }
   }
}

//******************************************************************************
//*   DefaultGame Trigger  -  Functions                                        *
//******************************************************************************

/// -Trigger- //////////////////////////////////////////////////////////////////
//Function -- onEnterTrigger (%game, %name, %data, %obj, %colObj)
//                %game = Current game type object
//                %name = Trigger name - defined when trigger is created
//                %data = Trigger Data Block
//                %obj = Trigger Object
//                %colObj = Object that collided with the trigger
//Decription -- Called when trigger has been triggered
////////////////////////////////////////////////////////////////////////////////
// from 'trigger.cs'
function DefaultGame::onEnterTrigger(%game, %triggerName, %data, %obj, %colobj)
{
   //Do Nothing
}

/// -Trigger- //////////////////////////////////////////////////////////////////
//Function -- onLeaveTrigger (%game, %name, %data, %obj, %colObj)
//                %game = Current game type object
//                %name = Trigger name - defined when trigger is created
//                %data = Trigger Data Block
//                %obj = Trigger Object
//                %colObj = Object that collided with the trigger
//Decription -- Called when trigger has been untriggered
////////////////////////////////////////////////////////////////////////////////
// from 'trigger.cs'
function DefaultGame::onLeaveTrigger(%game, %triggerName, %data, %obj, %colobj)
{
   //Do Nothing
}

/// -Trigger- //////////////////////////////////////////////////////////////////
//Function -- onTickTrigger(%game, %name, %data, %obj)
//                %game = Current game type object
//                %name = Trigger name - defined when trigger is created
//                %data = Trigger Data Block
//                %obj = Trigger Object
//Decription -- Called every tick if triggered
////////////////////////////////////////////////////////////////////////////////
// from 'trigger.cs'
function DefaultGame::onTickTrigger(%game, %triggerName, %data, %obj)
{
   //Do Nothing
}


function DefaultGame::setUpTeams(%game)
{
   %group = nameToID("MissionGroup/Teams");
   if(%group == -1)
      return;

   // create a team0 if it does not exist
   %team = nameToID("MissionGroup/Teams/team0");
   if(%team == -1)
   {
      %team = new SimGroup("team0");
      %group.add(%team);
   }

   // 'team0' is not counted as a team here
   %game.numTeams = 0;
   while(%team != -1)
   {
      // create drop set and add all spawnsphere objects into it
      %dropSet = new SimSet("TeamDrops" @ %game.numTeams);
      MissionCleanup.add(%dropSet);

      %spawns = nameToID("MissionGroup/Teams/team" @ %game.numTeams @ "/SpawnSpheres");
      if(%spawns != -1)
      {
	 %count = %spawns.getCount();
	 for(%i = 0; %i < %count; %i++)
	    %dropSet.add(%spawns.getObject(%i));
      }

      // set the 'team' field for all the objects in this team
      %team.setTeam(%game.numTeams);

      clearVehicleCount(%team+1);
      // get next group
      %team = nameToID("MissionGroup/Teams/team" @ %game.numTeams + 1);
      if (%team != -1)
	 %game.numTeams++;
   }

   // set the number of sensor groups (including team0) that are processed
   setSensorGroupCount(%game.numTeams + 1);
}

function SimGroup::setTeam(%this, %team)
{
   for (%i = 0; %i < %this.getCount(); %i++)
   {
      %obj = %this.getObject(%i);
      switch$ (%obj.getClassName())
      {
	 case SpawnSphere     :
	    if($MatchStarted)
	    {
	       // find out what team the spawnsphere used to belong to
	       %found = false;
	       for(%l = 1; %l <= Game.numTeams; %l++)
	       {
		  %drops = nameToId("MissionCleanup/TeamDrops" @ %l);
		  for(%j = 0; %j < %drops.getCount(); %j++)
		  {
		     %current = %drops.getObject(%j);
		     if(%current == %obj)
			%found = %l;
		  }
	       }
	       if(%team != %found)
		  Game.claimSpawn(%obj, %team, %found);
	       else
		  error("spawn "@%obj@" is already on team "@%team@"!");
	    }
	    else
	       Game.claimSpawn(%obj, %team, "");
	 case SimGroup        :  %obj.setTeam(%team);
	 default              :  %obj.team = %team;
      }

      if(%obj.getType() & $TypeMasks::GameBaseObjectType)
      {
         // eeck.. please go away when scripts get cleaned...
         // -----------------------------------------------------------------------------
         // z0dd - ZOD, 5/8/02. Part of re-write of Vehicle
         // station creation. Do not need this code anymore.
         //if(%obj.getDataBlock().getName() $= "StationVehiclePad")
         //{
         //   %team = %obj.team;
         //   %obj = %obj.station;
         //   %obj.team = %team;
            //%obj.teleporter.team = %team;
         //}
         %target = %obj.getTarget();
         if(%target != -1)
            setTargetSensorGroup(%target, %team);
      }
   }
}

function DefaultGame::claimSpawn(%game, %obj, %newTeam, %oldTeam)
{
   if(%newTeam == %oldTeam)
      return;

   %newSpawnGroup = nameToId("MissionCleanup/TeamDrops" @ %newTeam);
   if(%oldTeam !$= "")
   {
      %oldSpawnGroup = nameToId("MissionCleanup/TeamDrops" @ %oldTeam);
      %oldSpawnGroup.remove(%obj);
   }
   %newSpawnGroup.add(%obj);
}

// recursive function to assign teams to all mission objects

function SimGroup::swapTeams(%this)
{
   // used in Siege only
   Game.groupSwapTeams(%this);
}

function ShapeBase::swapTeams(%this)
{
   // used in Siege only
   Game.objectSwapTeams(%this);
}

function GameBase::swapTeams(%this)
{
   // used in Siege only
   Game.objectSwapTeams(%this);
}

function TSStatic::swapTeams(%this)
{
   // used in Siege only
   // do nothing
}

function InteriorInstance::swapTeams(%this)
{
   // used in Siege only
   // do nothing -- interiors don't switch teams
}

function SimGroup::swapVehiclePads(%this)
{
   // used in Siege only
   Game.groupSwapVehiclePads(%this);
}

function ShapeBase::swapVehiclePads(%this)
{
   // used in Siege only
   Game.objectSwapVehiclePads(%this);
}

function GameBase::swapVehiclePads(%this)
{
   // used in Siege only
   // do nothing -- only searching for vehicle pads
}

function InteriorInstance::swapVehiclePads(%this)
{
   // used in Siege only
   // do nothing -- only searching for vehicle pads
}

function SimSet::swapVehiclePads(%this)
{
   // used in Siege only
   // do nothing -- only searching for vehicle pads
}

function PhysicalZone::swapVehiclePads(%this)
{
   // used in Siege only
   // do nothing -- only searching for vehicle pads
}

function SimGroup::objectRestore(%this)
{
   // used in Siege only
   Game.groupObjectRestore(%this);
}

function ShapeBase::objectRestore(%object)
{
   // only used for Siege
   Game.shapeObjectRestore(%object);
}

function Turret::objectRestore(%object)
{
   // only used for Siege
   Game.shapeObjectRestore(%object);
}

function AIObjective::objectRestore(%object)
{
   // only used for Siege
   // don't do anything for AI Objectives
}

function DefaultGame::checkObjectives(%game)
{
   //any special objectives that can be met by gametype
   //none for default game
}

//---------------------------------------------------

function DefaultGame::checkTimeLimit(%game, %forced)
{
   // Don't add extra checks:
   if ( %forced )
      cancel( %game.timeCheck );

   // if there is no time limit, check back in a minute to see if it's been set
   if(($Host::TimeLimit $= "") || $Host::TimeLimit == 0)
   {
      %game.timeCheck = %game.schedule(20000, "checkTimeLimit");
      return;
   }

   %curTimeLeftMS = ($Host::TimeLimit * 60 * 1000) + $missionStartTime - getSimTime();

   if (%curTimeLeftMS <= 0)
   {
      // time's up, put down your pencils
      %game.timeLimitReached();
   }
   else
   {
      if(%curTimeLeftMS >= 20000)
	 %game.timeCheck = %game.schedule(20000, "checkTimeLimit");
      else
	 %game.timeCheck = %game.schedule(%curTimeLeftMS + 1, "checkTimeLimit");

      //now synchronize everyone's clock
      messageAll('MsgSystemClock', "", $Host::TimeLimit, %curTimeLeftMS);
   }
}

function listplayers()
{
   for(%i = 0; %i < ClientGroup.getCount(); %i++)
   {
      %cl = ClientGroup.getObject(%i);
      %status = "";
		if(%cl.isAiControlled())
			%status = "Bot ";
      if(%cl.isSmurf)
	 %status = "Alias ";
      if(%cl.isAdmin)
	 %status = %status @ "Admin ";
      if(%cl.isSuperAdmin)
	 %status = %status @ "SuperAdmin ";
      if(%status $= "")
	 %status = "<normal>";
      echo("client: " @ %cl @ " player: " @ %cl.player @ " name: " @ %cl.nameBase @ " team: " @ %cl.team @ " status: " @ %status);
   }
}

function DefaultGame::clearTeamRankArray(%game, %team)
{
   %count = $TeamRank[%team, count];
   for (%i = 0; %i < %count; %i++)
      $TeamRank[%team, %i] = "";
   $TeamRank[%team, count] = 0;
}

function DefaultGame::populateTeamRankArray(%game, %client)
{
   //this function should be called *after* the client has been added to a team...
   if (%client <= 0 || %client.team <= 0)
      return;

   //find the team
   if (%game.numTeams == 1)
      %team = 0;
   else
      %team = %client.team;

   //find the number of teammates already ranked...
   %count = $TeamRank[%team, count];
   if (%count $= "")
   {
      $TeamRank[%team, count] = 0;
      %count = 0;
   }

   //make sure we're not already in the array
   for (%i = 0; %i < %count; %i++)
   {
      if ($TeamRank[%team, %i] == %client)
	 return;
   }

   //add the client in at the bottom of the list, and increment the count
   $TeamRank[%team, %count] = %client;
   $TeamRank[%team, count] = $TeamRank[%team, count] + 1;

   //now recalculate the team rank for this player
   %game.recalcTeamRanks(%client);
}

function DefaultGame::removeFromTeamRankArray(%game, %client)
{
   //note, this should be called *before* the client actually switches teams or drops...
   if (%client <= 0 || %client.team <= 0)
      return;

   //find the correct team
   if (%game.numTeams == 1)
      %team = 0;
   else
      %team = %client.team;

   //now search throught the team rank array, looking for this client
   %count = $TeamRank[%team, count];
   for (%i = 0; %i < %count; %i++)
   {
      if ($TeamRank[%team, %i] == %client)
      {
	 //we've found the client in the array, now loop through, and move everyone else up a rank
	 for (%j = %i + 1; %j < %count; %j++)
	 {
	    %cl = $TeamRank[%team, %j];
	    $TeamRank[%team, %j - 1] = %cl;
	    messageClient(%cl, 'MsgYourRankIs', "", %j);
	 }
	 $TeamRank[%team, %count - 1] = "";

	 //now decrement the team rank array count, and break
	 $TeamRank[%team, count] = $TeamRank[%team, count] - 1;
	 break;
      }
   }
}

function DefaultGame::recalcTeamRanks(%game, %client)
{
   if (%client <= 0 || %client.team <= 0)
      return;

   // this is a little confusing -- someone's actual numerical rank is always
   // one number higher than his index in the $TeamRank array
   // (e.g. person ranked 1st has index of 0)

   // TINMAN:  I'm going to remove the %client.teamRank field - the index in the
   // $TeamRank array already contains their rank - safer to search the array than
   // to maintiain the information in a separate variable...

   //find the team, the client in the team array
   if (%game.numTeams == 1)
      %team = 0;
   else
      %team = %client.team;

   %count = $TeamRank[%team, count];
   %index = -1;
   for (%i = 0; %i < %count; %i++)
   {
      if ($TeamRank[%team, %i] == %client)
      {
	 %index = %i;
	 break;
      }
   }

   //if they weren't found in the array, return
   if (%index < 0)
      return;

   //make sure far down the array as they should be...
   %tempIndex = %index;
   %swapped = false;
   while (true)
   {
      if (%tempIndex <= 0)
	 break;

      %tempIndex--;
      %tempClient = $TeamRank[%team, %tempIndex];

      //see if we should swap the two
      if (%client.score > %tempClient.score)
      {
	 %swapped = true;
	 %index = %tempIndex;
	 $TeamRank[%team, %tempIndex] = %client;
	 $TeamRank[%team, %tempIndex + 1] = %tempClient;
	 messageClient(%tempClient, 'MsgYourRankIs', "", %tempIndex + 2);
      }
   }

   //if we've swapped up at least once, we obviously won't need to swap down as well...
   if (%swapped)
   {
      messageClient(%client, 'MsgYourRankIs', "", %index + 1);
      return;
   }

   //since we didnt' swap up, see if we need to swap down...
   %tempIndex = %index;
   %swapped = false;
   while (true)
   {
      if (%tempIndex >= %count - 1)
	 break;

      %tempIndex++;
      %tempClient = $TeamRank[%team, %tempIndex];

      //see if we should swap the two
      if (%client.score < %tempClient.score)
      {
	 %swapped = true;
	 %index = %tempIndex;
	 $TeamRank[%team, %tempIndex] = %client;
	 $TeamRank[%team, %tempIndex - 1] = %tempClient;
	 messageClient(%tempClient, 'MsgYourRankIs', "", %tempIndex);
      }
   }

   //send the message (regardless of whether a swap happened or not)
   messageClient(%client, 'MsgYourRankIs', "", %index + 1);
}

function DefaultGame::recalcScore(%game, %cl)
{
   %game.recalcTeamRanks(%cl);
}

function DefaultGame::testKill(%game, %victimID, %killerID)
{
   return ((%killerID !=0) && (%victimID.team != %killerID.team));
}

function DefaultGame::testSuicide(%game, %victimID, %killerID, %damageType)
{
   return ((%victimID == %killerID) || (%damageType == $DamageType::Ground) || (%damageType == $DamageType::Suicide));
}

function DefaultGame::testTeamKill(%game, %victimID, %killerID)
{
   return (%killerID.team == %victimID.team);
}

function DefaultGame::testTurretKill(%game, %implement)
{
   if(%implement == 0)
      return false;
   else
      return (%implement.getClassName() $= "Turret");
}

// function DefaultGame::awardScoreFlagCap(%game, %cl)
// {
//    %cl.flagCaps++;
//    $TeamScore[%cl.team] += %game.SCORE_PER_TEAM_FLAG_CAP;
//    messageAll('MsgCTFTeamScore', "", %cl.team, $TeamScore[%cl.team]);
//
//    if (%game.SCORE_PER_PLYR_FLAG_CAP > 1)
//      %plural = "s";
//    else
//      %plural = "";
//
//    if (%game.SCORE_PER_PLYR_FLAG_CAP != 0)
//         messageClient(%cl, 'scoreFlaCapMsg', 'You received %1 point%2 for capturing the flag.', %game.SCORE_PER_PLYR_FLAG_CAP, %plural);
//    %game.recalcScore(%cl);
// }


function DefaultGame::testOOBDeath(%game, %damageType)
{
   return (%damageType == $DamageType::OutOfBounds);
}

function DefaultGame::awardScoreTurretKill(%game, %victimID, %implement) {
   if ((%killer = %implement.getControllingClient()) != 0) { //award whoever might be controlling the turret
      if (%killer == %victimID)
	     %game.awardScoreSuicide(%victimID);
      else if (%killer.team == %victimID.team) { //player controlling a turret killed a teammate
	     %killer.teamKills++;
         %game.awardScoreTurretTeamKill(%victimID, %killer);
         %game.awardScoreDeath(%victimID);
      }
      else {
	     %killer.turretKills++;
	     %game.recalcScore(%killer);
	     %game.awardScoreDeath(%victimID);
      }
   }
   else if ((%killer = %implement.getOwner()) != 0) { //if it isn't controlled, award score to whoever deployed it
       if (%killer.team == %victimID.team) {
	      %game.awardScoreDeath(%victimID);
       }
       else {
	      %killer.turretKills++;
	      %game.recalcScore(%killer);
	      %game.awardScoreDeath(%victimID);
      }
   }
   //default is, no one was controlling it, no one owned it.  No score given.
}

function DefaultGame::awardScoreDeath(%game, %victimID) {
   %victimID.deaths++;
   if ( %game.SCORE_PER_DEATH != 0 )
   {
//       %plural = (abs(%game.SCORE_PER_DEATH) != 1 ? "s" : "");
//       messageClient(%victimID, 'MsgScoreDeath', '\c0You have been penalized %1 point%2 for dying.', abs(%game.SCORE_PER_DEATH), %plural);
      %game.recalcScore(%victimID);
   }
}

function DefaultGame::awardScoreKill(%game, %killerID) {
   %killerID.kills++;
   %game.recalcScore(%killerID);
}

function DefaultGame::awardScoreSuicide(%game, %victimID)
{
   %victimID.suicides++;
//    if (%game.SCORE_PER_SUICIDE != 0)
//       messageClient(%victimID, 'MsgScoreSuicide', '\c0You have been penalized for killing yourself.');
   %game.recalcScore(%victimID);
}

function DefaultGame::awardScoreTeamkill(%game, %victimID, %killerID)
{
   %killerID.teamKills++;
   if (%game.SCORE_PER_TEAMKILL != 0)
      messageClient(%killerID, 'MsgScoreTeamkill', '\c0You have been penalized for killing teammate %1.', %victimID.name);
   %game.recalcScore(%killerID);
}

function DefaultGame::awardScoreTurretTeamKill(%game, %victimID, %killerID)
{
   %killerID.teamKills++;
   if (%game.SCORE_PER_TEAMKILL != 0)
      messageClient(%killerID, 'MsgScoreTeamkill', '\c0You have been penalized for killing your teammate %1, with a turret.', %victimID.name);
   %game.recalcScore(%killerID);
}


function DefaultGame::objectRepaired(%game, %obj, %objName)
{
   %item = %obj.getDataBlock().getName();
   //echo("Item repaired is a " @ %item);
   switch$ (%item)
   {
      case generatorLarge :
	 %game.genOnRepaired(%obj, %objName);
      case stationInventory :
	 %game.stationOnRepaired(%obj, %objName);
      case sensorMediumPulse :
	 %game.sensorOnRepaired(%obj, %objName);
      case sensorLargePulse :
	 %game.sensorOnRepaired(%obj, %objName);
      case turretBaseLarge :
	 %game.turretOnRepaired(%obj, %objName);
      case stationVehicle : %game.vStationOnRepaired(%obj, %objName);
      default:  //unused by current gametypes.  Add more checks here if desired
   }
}

function DefaultGame::allowsProtectedStatics(%game)
{
   return false;
}

// jff: why is game object doing this?
//Return a simple string with no extras
function DefaultGame::cleanWord(%game, %this)
{
   %length = strlen(%this);
   for(%i = 0; %i < %length; %i++)
   {
      %char = getSubStr(%this, %i, 1);
      if(%char $= "_")
      {
	 %next =  getSubStr(%this, (%i+1), 1);
	 if(%next $= "_")
	 {
	    %char = "'";   //apostrophe (2 chars)
	    %i++;
	 }
	 else
	    %char = " ";   //space
      }
      %clean = (%clean @ %char);
   }
}

function DefaultGame::stationOnEnterTrigger(%game, %data, %obj, %colObj)
{
   return true;
}

function DefaultGame::WeaponOnUse(%game, %data, %obj)
{
   return true;
}

function DefaultGame::HandInvOnUse(%game, %data, %obj)
{
   return true;
}

function DefaultGame::WeaponOnInventory(%game, %this, %obj, %amount)
{
   return true;
}

function DefaultGame::ObserverOnTrigger(%game, %data, %obj, %trigger, %state)
{
   return true;
}

// jff: why is the game being notified that a weapon is being thrown? hot potato gametype?
function DefaultGame::ShapeThrowWeapon(%game, %this)
{
   return true;
}

function DefaultGame::leaveMissionArea(%game, %playerData, %player)
{
   if(%player.getState() $= "Dead")
      return;

   %player.client.outOfBounds = true;
   messageClient(%player.client, 'LeaveMissionArea', '\c1You left the mission area.~wfx/misc/warning_beep.wav');
}

function DefaultGame::enterMissionArea(%game, %playerData, %player)
{
   if(%player.getState() $= "Dead")
      return;

   %player.client.outOfBounds = false;
   messageClient(%player.client, 'EnterMissionArea', '\c1You are back in the mission area.');
}

//------------------------------------------------------------------------------
// AI stubs:
//------------------------------------------------------------------------------

function DefaultGame::onAIDamaged(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
{
}

function DefaultGame::onAIFriendlyFire(%game, %clVictim, %clAttacker, %damageType, %sourceObject)
{
}

function DefaultGame::onAIKilled(%game, %clVictim, %clKiller, %damageType, %implement)
{
   //unassign the client from any objectives
   AIUnassignClient(%clVictim);

   //break the link, if this ai is controlled
   aiReleaseHumanControl(%clVictim.controlByHuman, %clVictim);

   //and schedule the respawn
   %clVictim.respawnThread = schedule(5000, %clVictim, "onAIRespawn", %clVictim);
}

function DefaultGame::onAIKilledClient(%game, %clVictim, %clAttacker, %damageType, %implement)
{
   %clAttacker.setVictim(%clVictim, %clVictim.player);
}

//------------------------------------------------------------------------------
// Voting stuff:
//------------------------------------------------------------------------------
function DefaultGame::sendGamePlayerPopupMenu( %game, %client, %targetClient, %key ) {

   %isAdmin = ( %client.isAdmin || %client.isSuperAdmin );

   %isTargetSelf = ( %client == %targetClient );
   %isTargetAdmin = ( %targetClient.isAdmin || %targetClient.isSuperAdmin );
   %isTargetBot = %targetClient.isAIControlled();
   %isTargetObserver = ( %targetClient.team == 0 );
   %outrankTarget = false;
   if ( %client.isSuperAdmin )
      %outrankTarget = !%targetClient.isSuperAdmin;
   else if ( %client.isAdmin )
      %outrankTarget = !%targetClient.isAdmin;

   if( %client.isSuperAdmin && %targetClient.guid != 0 && !isDemo() )
   {
      messageClient( %client, 'MsgPlayerPopupItem', "", %key, "addAdmin", "", 'Add to Server Admin List', 10);
      messageClient( %client, 'MsgPlayerPopupItem', "", %key, "addSuperAdmin", "", 'Add to Server SuperAdmin List', 11);
   }

   //mute options
   if ( !%isTargetSelf )
   {
      if ( %client.muted[%targetClient] )
	 messageClient( %client, 'MsgPlayerPopupItem', "", %key, "MutePlayer", "", 'Unmute Text Chat', 1);
      else
	 messageClient( %client, 'MsgPlayerPopupItem', "", %key, "MutePlayer", "", 'Mute Text Chat', 1);

      if ( !%isTargetBot && %client.canListenTo( %targetClient ) )
      {
	 if ( %client.getListenState( %targetClient ) )
	    messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ListenPlayer", "", 'Disable Voice Com', 9 );
	 else
	    messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ListenPlayer", "", 'Enable Voice Com', 9 );
      }
   }

   if( !%client.canVote && !%isAdmin )
      return;

   // regular vote options on players
   if ( %game.scheduleVote $= "" && !%isAdmin && !%isTargetAdmin )
   {
      if ( $Host::allowAdminPlayerVotes && !%isTargetBot && !isDemo() )
	 messageClient( %client, 'MsgPlayerPopupItem', "", %key, "AdminPlayer", "", 'Vote to Make Admin', 2 );

      if ( !%isTargetSelf )
      {
	 messageClient( %client, 'MsgPlayerPopupItem', "", %key, "KickPlayer", "", 'Vote to Kick', 3 );
      }
   }


   // Admin only options on players:
   else if ( %isAdmin && !isDemo() )
   {
      if ( !%isTargetBot && !%isTargetAdmin )
	 messageClient( %client, 'MsgPlayerPopupItem', "", %key, "AdminPlayer", "", 'Make Admin', 2 );

      if ( !%isTargetSelf && %outrankTarget )
      {
	 messageClient( %client, 'MsgPlayerPopupItem', "", %key, "KickPlayer", "", 'Kick', 3 );

	 if ( !%isTargetBot )
	 {
	    if( %client.isSuperAdmin )
	       messageClient( %client, 'MsgPlayerPopupItem', "", %key, "BanPlayer", "", 'Ban', 4 );

	    if ( !%isTargetObserver )
	       messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ToObserver", "", 'Force observer', 5 );
	 }
      }


      if ( %isTargetSelf || %outrankTarget )
      {
	 if ( %game.numTeams > 1 )
	 {
	    if ( %isTargetObserver )
	    {
	       %action = %isTargetSelf ? "Join " : "Change to ";
	       %str1 = %action @ getTaggedString( %game.getTeamName(1) );
	       %str2 = %action @ getTaggedString( %game.getTeamName(2) );

	       messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ChangeTeam", "", %str1, 6 );
	       messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ChangeTeam", "", %str2, 7 );
	    }
	    else
	    {
	       %changeTo = %targetClient.team == 1 ? 2 : 1;
	       %str = "Switch to " @ getTaggedString( %game.getTeamName(%changeTo) );
	       %caseId = 5 + %changeTo;

	       messageClient( %client, 'MsgPlayerPopupItem', "", %key, "ChangeTeam", "", %str, %caseId );
	    }
	 }
	 else if ( %isTargetObserver )
	 {
	    %str = %isTargetSelf ? 'Join the Game' : 'Add to Game';
	    messageClient( %client, 'MsgPlayerPopupItem', "", %key, "JoinGame", "", %str, 8 );
	 }
      }
   }
}

//------------------------------------------------------------------------------
function DefaultGame::sendGameVoteMenu( %game, %client, %key )
{
   %isAdmin = (%client.isAdmin || %client.isSuperAdmin);
   %isSuperAdmin = (%client.isSuperAdmin);
   %multipleTeams = %game.numTeams > 1;

	// jailed players do not need menus, unless they are admins
	// Note that this does not block gametype-specific menus
	if (%client.isJailed && !%isAdmin)
		return;

   // no one is going anywhere until this thing starts
   if($MatchStarted)
   {
      // Client options:
      if ( %client.team != 0 )
      {
	 if ( %multipleTeams )
	    if( !$Host::TournamentMode )
	       messageClient( %client, 'MsgVoteItem', "", %key, 'ChooseTeam', "", 'Change your Team' );
	 messageClient( %client, 'MsgVoteItem', "", %key, 'MakeObserver', "", 'Become an Observer' );
      }
      else
      {
	 if(!%multipleTeams && !$Host::TournamentMode)
	    messageClient( %client, 'MsgVoteItem', "", %key, 'JoinGame', "", 'Join the Game' );
      }

      //%totalSlots = $Host::maxPlayers - ($HostGamePlayerCount + $HostGameBotCount);
     // if( $HostGameBotCount > 0 && %totalSlots > 0 && %isAdmin)
	 //messageClient( %client, 'MsgVoteItem', "", %key, 'Addbot', "", 'Add a Bot' );
   }

   if( !%client.canVote && !%isAdmin )
      return;

   if (isDemo())
      return;

   if ( %game.scheduleVote $= "" )
   {
      if(!%isAdmin)
      {
	 // Actual vote options:
	 messageClient( %client, 'MsgVoteItem', "", %key, 'VoteChangeMission', 'change the mission to', 'Vote to Change the Mission' );

	 if( $Host::TournamentMode )
	 {
	    messageClient( %client, 'MsgVoteItem', "", %key, 'VoteFFAMode', 'Change server to Free For All.', 'Vote Free For All Mode' );

	    if(!$MatchStarted && !$CountdownStarted)
	       messageClient( %client, 'MsgVoteItem', "", %key, 'VoteMatchStart', 'Start Match', 'Vote to Start the Match' );
	 }
	 else
	    messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTournamentMode', 'Change server to Tournament.', 'Vote Tournament Mode' );

	 if ( %multipleTeams )
	 {
	    if(!$MatchStarted && !$Host::TournamentMode)
	       messageClient( %client, 'MsgVoteItem', "", %key, 'ChooseTeam', "", 'Change your Team' );
	 }

	    if ( $teamDamage )
	       messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTeamDamage', 'disable team damage', 'Vote to Disable Team Damage' );
	    else
	       messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTeamDamage', 'enable team damage', 'Vote to Enable Team Damage' );

	 if ( $Host::Purebuild == 1 )
		messageClient( %client, 'MsgVoteItem', "", %key, 'VotePurebuild', 'disable pure building', '[\c1pure\c0] Vote to Disable Pure Building' );
	 else
		messageClient( %client, 'MsgVoteItem', "", %key, 'VotePurebuild', 'enable pure building', '[\c1pure\c0] Vote to Enable Pure Building' );
	if ( $Host::ExpertMode == 1)
		messageClient( %client, 'MsgVoteItem', "", %key, 'VoteExpertMode', 'disable expert mode', '[\c1pure\c0] Vote to Disable Expert Mode' );
	else
		messageClient( %client, 'MsgVoteItem', "", %key, 'VoteExpertMode', 'enable expert mode', '[\c1pure\c0] Vote to Enable Expert Mode' );
      }
      else
      {
	 // Actual vote options:
	 messageClient( %client, 'MsgVoteItem', "", %key, 'VoteChangeMission', 'change the mission to', 'Change the Mission' );

	 if( $Host::TournamentMode )
	 {
	    messageClient( %client, 'MsgVoteItem', "", %key, 'VoteFFAMode', 'Change server to Free For All.', 'Free For All Mode' );

	    if(!$MatchStarted && !$CountdownStarted)
	       messageClient( %client, 'MsgVoteItem', "", %key, 'VoteMatchStart', 'Start Match', 'Start Match' );
	 }
	 else
	    messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTournamentMode', 'Change server to Tournament.', 'Tournament Mode' );

	 if ( %multipleTeams )
	 {
	    if(!$MatchStarted)
	       messageClient( %client, 'MsgVoteItem', "", %key, 'ChooseTeam', "", 'Choose Team' );
	 }

	    if ( $teamDamage )
	       messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTeamDamage', 'disable team damage', 'Disable Team Damage' );
	    else
	       messageClient( %client, 'MsgVoteItem', "", %key, 'VoteTeamDamage', 'enable team damage', 'Enable Team Damage' );

	  if ( $Host::Purebuild == 1 )
	     messageClient( %client, 'MsgVoteItem', "", %key, 'VotePurebuild', 'disable pure building', '[\c1pure\c0] Disable Pure Building' );
	  else
	     messageClient( %client, 'MsgVoteItem', "", %key, 'VotePurebuild', 'enable pure building', '[\c1pure\c0] Enable Pure Building' );
      }
   }

   // Admin only options (plus some votable options :P) :
	if ( %isAdmin ) {
		if ( $Host::Cascade == 1)
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteCascadeMode', 'disable cascade mode', '[\c1pure\c0] Disable Cascade Mode' );
		else
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteCascadeMode', 'enable cascade mode', '[\c1pure\c0] Enable Cascade Mode' );
		if ( $Host::ExpertMode == 1)
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteExpertMode', 'disable expert mode', '[\c1pure\c0] Disable Expert Mode' );
		else
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteExpertMode', 'enable expert mode', '[\c1pure\c0] Enable Expert Mode' );
		if ( $Host::Vehicles == 1)
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteVehicles', 'disable vehicles', '[\c1pure\c0] Disable Vehicles' );
		else
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteVehicles', 'enable vehicles', '[\c1pure\c0] Enable Vehicles' );
		if ( $Host::InvincibleArmors == 1 )
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteInvincibleArmors', 'disable invincible armors', '[\c1pure\c0] Disable Invincible Armors' );
		else
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteInvincibleArmors', 'enable invincible armors', '[\c1pure\c0] Enable Invincible Armors' );
		if ( $Host::InvincibleDeployables == 1 )
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteInvincibleDeployables', 'disable invincible deployables', '[\c1pure\c0] Disable Invincible Deployables' );
		else
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteInvincibleDeployables', 'enable invincible deployables', '[\c1pure\c0] Enable Invincible Deployables' );
		if ( $Host::AllowUnderground == 1)
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteUndergroundMode', 'disable underground mode', '[\c1pure\c0] Disable Underground Mode' );
		else
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteUndergroundMode', 'enable underground mode', '[\c1pure\c0] Enable Underground Mode' );
		if ( $Host::Hazard::Enabled == 1 )
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteHazardMode', 'disable hazard mode', '[\c1hazard\c0] Disable Hazard Mode' );
		else
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteHazardMode', 'enable hazard mode', '[\c1hazard\c0] Enable Hazard Mode' );
		if ( $Host::SatchelChargeEnabled == 1 )
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteSatchelCharge', 'disable satchel charges', '[\c1security\c0] Disable Satchel Charges' );
		else
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteSatchelCharge', 'enable satchel charges', '[\c1security\c0] Enable Satchel Charges' );
		if ( $Host::OnlyOwnerDeconstruct == 1 )
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteOnlyOwnerDeconstruct', 'disable only owner deconstruct', '[\c1security\c0] Disable Only Owner Deconstruct' );
		else
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteOnlyOwnerDeconstruct', 'enable only owner deconstruct', '[\c1security\c0] Enable Only Owner Deconstruct' );
		if ( $Host::OnlyOwnerCascade == 1 )
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteOnlyOwnerCascade', 'disable only owner cascade', '[\c1security\c0] Disable Only Owner Cascade' );
		else
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteOnlyOwnerCascade', 'enable only owner cascade', '[\c1security\c0] Enable Only Owner Cascade' );
		if ( $Host::OnlyOwnerRotate == 1 )
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteOnlyOwnerRotate', 'disable only owner rotate', '[\c1security\c0] Disable Only Owner Rotate' );
		else
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteOnlyOwnerRotate', 'enable only owner rotate', '[\c1security\c0] Enable Only Owner Rotate' );
		if ( $Host::OnlyOwnerCubicReplace == 1 )
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteOnlyOwnerCubicReplace', 'disable only owner cubic-replace', '[\c1security\c0] Disable Only Owner Cubic-Replace' );
		else
			messageClient( %client, 'MsgVoteItem', "", %key, 'VoteOnlyOwnerCubicReplace', 'enable only owner cubic-replace', '[\c1security\c0] Enable Only Owner Cubic-Replace' );
		if ( $Host::Prison::Enabled == 1 )
			messageClient( %client, 'MsgVoteItem', "", %key, 'VotePrison', 'disable prison', '[\c1prison\c0] Disable Prison' );
		else
			messageClient( %client, 'MsgVoteItem', "", %key, 'VotePrison', 'enable prison', '[\c1prison\c0] Enable Prison' );
		if ( $Host::Prison::Enabled == 1 ) {
			if ( $Host::Prison::Kill == 1 )
				messageClient( %client, 'MsgVoteItem', "", %key, 'VotePrisonKilling', 'disable jailing killers', '[\c1prison\c0] Disable Jailing of Killers' );
			else
				messageClient( %client, 'MsgVoteItem', "", %key, 'VotePrisonKilling', 'enable jailing killers', '[\c1prison\c0] Enable Jailing of Killers' );
			if ( $Host::Prison::TeamKill == 1 )
				messageClient( %client, 'MsgVoteItem', "", %key, 'VotePrisonTeamKilling', 'disable jailing team killers', '[\c1prison\c0] Disable Jailing of Team Killers' );
			else
				messageClient( %client, 'MsgVoteItem', "", %key, 'VotePrisonTeamKilling', 'enable jailing team killers', '[\c1prison\c0] Enable Jailing of Team Killers' );
			if ( $Host::Prison::DeploySpam == 1 )
				messageClient( %client, 'MsgVoteItem', "", %key, 'VotePrisonDeploySpam', 'disable jailing deploy spammers', '[\c1prison\c0] Disable Jailing of Deploy Spammers');
			else
				messageClient( %client, 'MsgVoteItem', "", %key, 'VotePrisonDeploySpam', 'enable jailing deploy spammers', '[\c1prison\c0] Enable Jailing of Deploy Spammers' );
		}
		messageClient( %client, 'MsgVoteItem', "", %key, 'VoteGlobalPowerCheck', 'evaluate power for all deployables', '[\c1power\c0] Evaluate Power for All Deployables' );
		messageClient( %client, 'MsgVoteItem', "", %key, 'VoteRemoveDupDeployables', 'remove all duplicate deployables', '[\c4spam\c0] Remove All Duplicate Deployables' );
		messageClient( %client, 'MsgVoteItem', "", %key, 'VoteRemoveNonPoweredDeployables', 'remove all deployables without power', '[\c4spam\c0] Remove All Deployables Without Power' );
		messageClient( %client, 'MsgVoteItem', "", %key, 'VoteRemoveOrphanedDeployables', 'remove all orphaned deployables', '[\c4spam\c0] Remove All Orphaned Deployables' );
		messageClient( %client, 'MsgVoteItem', "", %key, 'VoteRemoveDeployables', 'remove all deployables in mission', '[\c4spam\c0] Remove All Deployables In Mission' );
		messageClient( %client, 'MsgVoteItem', "", %key, 'VoteChangeTimeLimit', 'change the time limit', 'Change the Time Limit' );
		messageClient( %client, 'MsgVoteItem', "", %key, 'VoteResetServer', 'reset server defaults', 'Reset the Server' );
	}
}

//------------------------------------------------------------------------------
function DefaultGame::sendGameTeamList( %game, %client, %key )
{
   %teamCount = %game.numTeams;
   if ( %teamCount < 2 )
   {
      warn( "Team menu requested for one-team game!" );
      return;
   }

   for ( %team = 1; %team - 1 < %teamCount; %team++ )
      messageClient( %client, 'MsgVoteItem', "", %key, %team, "", detag( getTaggedString( %game.getTeamName(%team) ) ) );
}

//------------------------------------------------------------------------------
function DefaultGame::sendTimeLimitList( %game, %client, %key )
{
   messageClient( %client, 'MsgVoteItem', "", %key, 10, "", '10 minutes' );
   messageClient( %client, 'MsgVoteItem', "", %key, 15, "", '15 minutes' );
   messageClient( %client, 'MsgVoteItem', "", %key, 20, "", '20 minutes' );
   messageClient( %client, 'MsgVoteItem', "", %key, 25, "", '25 minutes' );
   messageClient( %client, 'MsgVoteItem', "", %key, 30, "", '30 minutes' );
   messageClient( %client, 'MsgVoteItem', "", %key, 45, "", '45 minutes' );
   messageClient( %client, 'MsgVoteItem', "", %key, 60, "", '60 minutes' );
   messageClient( %client, 'MsgVoteItem', "", %key, 10080, "", 'No time limit' );
}

//------------------------------------------------------------------------------
// all global votes here
// this function was created to remove the call to "eval", which is non-functional in PURE servers...
function DefaultGame::evalVote(%game, %typeName, %admin, %arg1, %arg2, %arg3, %arg4)
{
   switch$ (%typeName)
   {
      case               "voteChangeMission": %game.voteChangeMission(%admin, %arg1, %arg2, %arg3, %arg4);
      case                  "voteTeamDamage": %game.voteTeamDamage(%admin, %arg1, %arg2, %arg3, %arg4);
      case              "voteTournamentMode": %game.voteTournamentMode(%admin, %arg1, %arg2, %arg3, %arg4);
      case                  "voteMatchStart": %game.voteMatchStart(%admin, %arg1, %arg2, %arg3, %arg4);
      case                     "voteFFAMode": %game.voteFFAMode(%admin, %arg1, %arg2, %arg3, %arg4);
      case             "voteChangeTimeLimit": %game.voteChangeTimeLimit(%admin, %arg1, %arg2, %arg3, %arg4);
      case                 "voteResetServer": %game.voteResetServer(%admin, %arg1, %arg2, %arg3, %arg4);
      case                  "voteKickPlayer": %game.voteKickPlayer(%admin, %arg1, %arg2, %arg3, %arg4);
      case                 "voteAdminPlayer": %game.voteAdminPlayer(%admin, %arg1, %arg2, %arg3, %arg4);
      case                   "voteGreedMode": %game.voteGreedMode(%admin, %arg1, %arg2, %arg3, %arg4);
      case                   "voteHoardMode": %game.voteHoardMode(%admin, %arg1, %arg2, %arg3, %arg4);
      case                   "votePurebuild": %game.votePurebuild(%admin, %arg1, %arg2, %arg3, %arg4);
      case                 "voteCascadeMode": %game.voteCascadeMode(%admin, %arg1, %arg2, %arg3, %arg4);
      case                  "voteExpertMode": %game.voteExpertMode(%admin, %arg1, %arg2, %arg3, %arg4);
      case                    "VoteVehicles": %game.VoteVehicles(%admin, %arg1, %arg2, %arg3, %arg4);
      case            "voteInvincibleArmors": %game.voteInvincibleArmors(%admin, %arg1, %arg2, %arg3, %arg4);
      case       "voteInvincibleDeployables": %game.voteInvincibleDeployables(%admin, %arg1, %arg2, %arg3, %arg4);
      case             "voteUndergroundMode": %game.voteUndergroundMode(%admin, %arg1, %arg2, %arg3, %arg4);
      case                  "voteHazardMode": %game.voteHazardMode(%admin, %arg1, %arg2, %arg3, %arg4);
      case               "voteSatchelCharge": %game.voteSatchelCharge(%admin, %arg1, %arg2, %arg3, %arg4);
      case        "voteOnlyOwnerDeconstruct": %game.voteOnlyOwnerDeconstruct(%admin, %arg1, %arg2, %arg3, %arg4);
      case            "voteOnlyOwnerCascade": %game.voteOnlyOwnerCascade(%admin, %arg1, %arg2, %arg3, %arg4);
      case             "voteOnlyOwnerRotate": %game.voteOnlyOwnerRotate(%admin, %arg1, %arg2, %arg3, %arg4);
      case       "voteOnlyOwnerCubicReplace": %game.voteOnlyOwnerCubicReplace(%admin, %arg1, %arg2, %arg3, %arg4);
      case                      "votePrison": %game.votePrison(%admin, %arg1, %arg2, %arg3, %arg4);
      case               "votePrisonKilling": %game.VotePrisonKilling(%admin, %arg1, %arg2, %arg3, %arg4);
      case           "votePrisonTeamKilling": %game.VotePrisonTeamKilling(%admin, %arg1, %arg2, %arg3, %arg4);
      case            "votePrisonDeploySpam": %game.VotePrisonDeploySpam(%admin, %arg1, %arg2, %arg3, %arg4);
      case            "voteGlobalPowerCheck": %game.voteGlobalPowerCheck(%admin, %arg1, %arg2, %arg3, %arg4);
      case        "voteRemoveDupDeployables": %game.voteRemoveDupDeployables(%admin, %arg1, %arg2, %arg3, %arg4);
      case "VoteRemoveNonPoweredDeployables": %game.VoteRemoveNonPoweredDeployables(%admin, %arg1, %arg2, %arg3, %arg4);
      case   "VoteRemoveOrphanedDeployables": %game.VoteRemoveOrphanedDeployables(%admin, %arg1, %arg2, %arg3, %arg4);
      case           "voteRemoveDeployables": %game.voteRemoveDeployables(%admin, %arg1, %arg2, %arg3, %arg4);
      case                   "VoteStartBoss": %game.voteStartBoss(%admin, %arg1, %arg2, %arg3, %arg4);
   }
}

function DefaultGame::voteStartBoss(%game, %admin, %boss, %abbrev)
{
   if(%admin)
   {
      messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has forcibly spawned "@%boss@" (TWM 2 Boss).");
      logEcho(%boss@" spawned (admin)");
      VoteBoss_StartBoss(%abbrev);
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	     messageAll('MsgVotePassed', '\c2%1 was spawned by vote.', %boss);
	     logEcho(%boss@" spawned (vote)");
         VoteBoss_StartBoss(%abbrev);
      }
      else
	     messageAll('MsgVoteFailed', '\c2TWM boss spawn (%2) vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100), %boss);
   }
}

function DefaultGame::voteChangeMission(%game, %admin, %missionDisplayName, %typeDisplayName, %missionId, %missionTypeId)
{
	if (%admin) {
		if (%missionTypeId $= "LoadBuildingFile") {
			%file = stripChars(%missionDisplayName,":\\/");
			if (getSubStr(%file,0,1) $= "_") {
				%dir = $SaveBuilding::AutoSaveFolder;
				%file = getSubStr(%file,1,strLen(%file)-1);
			}
			else
				%dir = "Buildings/Admin/";
			if (%file $= "")
				return;
			else {
				if (strStr(%file,"..") != -1)
					return;
			}
			%file = %dir @ %file;
			if (isFile(%file) && getSubStr(%file,strLen(%file)-3,3) $= ".cs") {
				// Message is sent first, so clients know what happened in case server crashes
				messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has loaded a building file.");
				compile(%file);
				exec(%file);
			}
			return;
		}
	}

   %mission = $HostMissionFile[%missionId];
   if ( %mission $= "" )
   {
      error( "Invalid mission index passed to DefaultGame::voteChangeMission!" );
      return;
   }

   %missionType = $HostTypeName[%missionTypeId];
   if ( %missionType $= "" )
   {
      error( "Invalid mission type id passed to DefaultGame::voteChangeMission!" );
      return;
   }
   
   for(%i = 0; %i < getFieldCount($TWM2::DisabledMissionTypes); %i++) {
      if(getField($TWM2::DisabledMissionTypes, %i) $= %missionType) {
         MessageAll('MsgDisable', "\c2The mission type: "@%missionType@" is currently disabled.");
         return;
      }
   }

   if(%admin)
   {
      messageAll('MsgAdminChangeMission', "\c2"@%admin.namebase@" has changed the mission to "@%missionDisplayName@" ("@%typeDisplayName @").");
      logEcho("mission changed to "@%missionDisplayName@"/"@%typeDisplayName@" (admin)");
      %game.gameOver();
      loadMission( %mission, %missionType, false );
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 messageAll('MsgVotePassed', '\c2The mission was changed to %1 (%2) by vote.', %missionDisplayName, %typeDisplayName );
	 logEcho("mission changed to "@%missionDisplayName@"/"@%typeDisplayName@" (vote)");
	 %game.gameOver();
	 loadMission( %mission, %missionType, false );
      }
      else
	 messageAll('MsgVoteFailed', '\c2Change mission vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
   }
}

//------------------------------------------------------------------------------
function DefaultGame::voteTeamDamage(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($teamDamage)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled team damage.");
	 $Host::TeamDamageOn = $TeamDamage = 0;
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled team damage.");
	 $Host::TeamDamageOn = $TeamDamage = 1;
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($teamDamage)
	 {
	    messageAll('MsgVotePassed', '\c2Team damage was disabled by vote.');
	    $Host::TeamDamageOn = $TeamDamage = 0;
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2Team damage was enabled by vote.');
	    $Host::TeamDamageOn = $TeamDamage = 1;
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($teamDamage)
	    messageAll('MsgVoteFailed', '\c2Disable team damage vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Enable team damage vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("team damage "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::votePurebuild(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($Host::Purebuild == 1)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled pure building.");
	 purebuildOff();
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled pure building.");
	 purebuildOn();
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($Host::Purebuild == 1)
	 {
	    messageAll('MsgVotePassed', '\c2Pure building was disabled by vote.');
	    purebuildOff();
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2Pure building was enabled by vote.');
	    purebuildOn();
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($Host::Purebuild == 1)
	    messageAll('MsgVoteFailed', '\c2Disable pure building vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Enable pure building vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("purebuild "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::voteCascadeMode(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($Host::Cascade == 1)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled Cascade mode.");
         $Host::Cascade = 0;
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled Cascade Mode.");
         $Host::Cascade = 1;
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($Host::Cascade == 1)
	 {
	    messageAll('MsgVotePassed', '\c2Cascade mode was disabled by vote.');
            $Host::Cascade = 0;
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2Cascade mode was enabled by vote.');
            $Host::Cascade = 1;
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($Host::Cascade == 1 && $Host::Cascade == 0)
	    messageAll('MsgVoteFailed', '\c2Disable Cascade mode vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Enable Cascade mode vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("cascade mode "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::voteExpertMode(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($Host::ExpertMode == 1)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled Expert mode.");
         expertModeOff();
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled Expert mode.");
         expertModeOn();
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($Host::ExpertMode == 1)
	 {
	    messageAll('MsgVotePassed', '\c2Expert mode was disabled by vote.');
            expertModeOff();
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2Expert mode was enabled by vote.');
            expertModeOn();
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($Host::ExpertMode == 1 && $Host::ExpertMode == 0)
	    messageAll('MsgVoteFailed', '\c2Disable Expert mode vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Enable Expert mode vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("expert mode "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::VoteVehicles(%game, %admin) {
	if (!(Game.pureVehTime < getSimTime()))
		return;

	%setto = "";
	%cause = "";
	if(%admin) {
		if($Host::Vehicles == 1) {
			messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled vehicles.");
			disableVehicles();
			Game.pureVehTime = getSimTime() + 5000;
			%setto = "disabled";
		}
		else {
			messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled vehicles.");
			enableVehicles();
			Game.pureVehTime = getSimTime() + 5000;
			%setto = "enabled";
		}
		%cause = "(admin)";
	}
	else {
		%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
		if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100)) {
			if($Host::Vehicles == 1) {
				messageAll('MsgVotePassed', '\c2Vehicles were disabled by vote.');
				disableVehicles();
				Game.pureVehTime = getSimTime() + 5000;
				%setto = "disabled";
			}
			else {
				messageAll('MsgVotePassed', '\c2Vehicles were enabled by vote.');
				enableVehicles();
				Game.pureVehTime = getSimTime() + 5000;
				%setto = "enabled";
			}
			%cause = "(vote)";
		}
		else {
			if($Host::Vehicles == 1)
				messageAll('MsgVoteFailed', '\c2Disable vehicles vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
			else
				messageAll('MsgVoteFailed', '\c2Enable vehicles vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
		}
	}
	if(%setto !$= "")
		logEcho("pure vehicles "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::VoteSatchelCharge(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($Host::SatchelChargeEnabled == 1)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled satchel charges.");
	 $Host::SatchelChargeEnabled = 0;
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled satchel charges.");
	 $Host::SatchelChargeEnabled = 1;
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($Host::SatchelChargeEnabled == 1)
	 {
	    messageAll('MsgVotePassed', '\c2Satchel charges was disabled by vote.');
	    $Host::SatchelChargeEnabled = 0;
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2Satchel charges was enabled by vote.');
	    $Host::SatchelChargeEnabled = 1;
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($Host::SatchelChargeEnabled == 1)
	    messageAll('MsgVoteFailed', '\c2Disable satchel charges vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Enable satchel charges vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("satchel charges "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::VoteOnlyOwnerDeconstruct(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($Host::OnlyOwnerDeconstruct == 1)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled only owner deconstruct mode.");
	 $Host::OnlyOwnerDeconstruct = 0;
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled only owner deconstruct mode.");
	 $Host::OnlyOwnerDeconstruct = 1;
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($Host::OnlyOwnerDeconstruct == 1)
	 {
	    messageAll('MsgVotePassed', '\c2Only owner deconstruct mode was disabled by vote.');
	    $Host::OnlyOwnerDeconstruct = 0;
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2Only owner deconstruct mode was enabled by vote.');
	    $Host::OnlyOwnerDeconstruct = 1;
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($Host::OnlyOwnerDeconstruct == 1)
	    messageAll('MsgVoteFailed', '\c2Only owner deconstruct vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Only owner deconstruct vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("only owner deconstruct "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::VoteOnlyOwnerCascade(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($Host::OnlyOwnerCascade == 1)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled only owner cascade mode.");
	 $Host::OnlyOwnerCascade = 0;
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled only owner cascade mode.");
	 $Host::OnlyOwnerCascade = 1;
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($Host::OnlyOwnerCascade == 1)
	 {
	    messageAll('MsgVotePassed', '\c2Only owner cascade mode was disabled by vote.');
	    $Host::OnlyOwnerCascade = 0;
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2Only owner cascade mode was enabled by vote.');
	    $Host::OnlyOwnerCascade = 1;
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($Host::OnlyOwnerCascade == 1)
	    messageAll('MsgVoteFailed', '\c2Only owner cascade vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Only owner cascade vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("only owner cascade "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::VoteOnlyOwnerRotate(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($Host::OnlyOwnerRotate == 1)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled only owner rotate mode.");
	 $Host::OnlyOwnerRotate = 0;
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled only owner rotate mode.");
	 $Host::OnlyOwnerRotate = 1;
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($Host::OnlyOwnerRotate == 1)
	 {
	    messageAll('MsgVotePassed', '\c2Only owner rotate mode was disabled by vote.');
	    $Host::OnlyOwnerRotate = 0;
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2Only owner rotate mode was enabled by vote.');
	    $Host::OnlyOwnerRotate = 1;
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($Host::OnlyOwnerRotate == 1)
	    messageAll('MsgVoteFailed', '\c2Only owner rotate vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Only owner rotate vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("only owner rotate "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::VoteOnlyOwnerCubicReplace(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($Host::OnlyOwnerCubicReplace == 1)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled only owner cubic-replace mode.");
	 $Host::OnlyOwnerCubicReplace = 0;
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled only owner cubic-replace mode.");
	 $Host::OnlyOwnerCubicReplace = 1;
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($Host::OnlyOwnerCubicReplace == 1)
	 {
	    messageAll('MsgVotePassed', '\c2Only owner cubic-replace mode was disabled by vote.');
	    $Host::OnlyOwnerCubicReplace = 0;
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2Only owner cubic-replace mode was enabled by vote.');
	    $Host::OnlyOwnerCubicReplace = 1;
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($Host::OnlyOwnerCubicReplace == 1)
	    messageAll('MsgVoteFailed', '\c2Only owner cubic-replace vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Only owner cubic-replace vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("only owner cubic-replace "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::VoteGlobalPowerCheck( %game, %admin, %client ) {
	%cause = "";
	if (%admin) {
		messageAll( 'MsgAdminForce', "\c2"@%admin.namebase@" has evaluated power for all deployables in the mission." );
		globalPowerCheck();
		%cause = "(admin)";
	}
	else {
		%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
		if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100)) {
			messageAll('MsgVotePassed', '\c2Evaluating power for all deployables in the mission by vote.' );
			globalPowerCheck();
			%cause = "(vote)";
		}
		else
			messageAll('MsgVoteFailed', '\c2The vote to evaluate power for all deployables in the mission did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	}
	if(%cause !$= "")
		logEcho("evaluate power for all deployables "@%cause);
}

//------------------------------------------------------------------------------
function DefaultGame::VoteRemoveDupDeployables( %game, %admin, %client ) {
	if (!(Game.removeDepTime < getSimTime()))
		return;
	%cause = "";
	if (%admin) {
		messageAll( 'MsgAdminForce', "\c2"@%admin.namebase@" removed all duplicate deployables in the mission." );
		Game.removeDepTime = getSimTime() + delDupPieces(0,0,true) + 1000;
		%cause = "(admin)";
	}
	else {
		%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
		if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100)) {
			messageAll('MsgVotePassed', '\c2Removing all duplicate deployables in the mission by vote.' );
			delDupPieces(0,0,true);
			Game.removeDepTime = getSimTime() + delDupPieces(0,0,true) + 1000;
			%cause = "(vote)";
		}
		else
			messageAll('MsgVoteFailed', '\c2The vote to remove all duplicate deployables in the mission did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	}
	if(%cause !$= "")
		logEcho("remove all duplicate deployables "@%cause);
}

//------------------------------------------------------------------------------
function DefaultGame::VoteRemoveNonPoweredDeployables( %game, %admin, %client ) {
	if (!(Game.removeDepTime < getSimTime()))
		return;
	%cause = "";
	if (%admin) {
		messageAll( 'MsgAdminForce', "\c2"@%admin.namebase@" removed all deployables in the mission without power." );
		Game.removeDepTime = getSimTime() + delNonPoweredPieces(true) + 1000;
		%cause = "(admin)";
	}
	else {
		%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
		if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100)) {
			messageAll('MsgVotePassed', '\c2Removing all deployables in the mission without power by vote.' );
			delNonPoweredPieces(true);
			Game.removeDepTime = getSimTime() + delNonPoweredPieces(true) + 1000;
			%cause = "(vote)";
		}
		else
			messageAll('MsgVoteFailed', '\c2The vote to remove all deployables in the mission without power did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	}
	if(%cause !$= "")
		logEcho("remove all deployables without power "@%cause);
}

//------------------------------------------------------------------------------
function DefaultGame::VoteRemoveOrphanedDeployables( %game, %admin, %client ) {
	if (!(Game.removeDepTime < getSimTime()))
		return;
	%cause = "";
	if (%admin) {
		messageAll( 'MsgAdminForce', "\c2"@%admin.namebase@" removed all orphaned deployables in the mission." );
		Game.removeDepTime = getSimTime() + delOrphanedPieces(true) + 1000;
		%cause = "(admin)";
	}
	else {
		%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
		if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100)) {
			messageAll('MsgVotePassed', '\c2Removing all orphaned deployables in the mission by vote.' );
			delOrphanedPieces(true);
			Game.removeDepTime = getSimTime() + delOrphanedPieces(true) + 1000;
			%cause = "(vote)";
		}
		else
			messageAll('MsgVoteFailed', '\c2The vote to remove all orphaned deployables in the mission did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	}
	if(%cause !$= "")
		logEcho("remove all orphaned deployables "@%cause);
}

//------------------------------------------------------------------------------
function DefaultGame::VoteRemoveDeployables( %game, %admin, %client ) {
	if (!(Game.removeDepTime < getSimTime()))
		return;
	%cause = "";
	if (%admin) {
		messageAll( 'MsgAdminForce', "\c2"@%admin.namebase@" removed all deployables in the mission." );
		Game.removeDepTime = getSimTime() + unpureDeployables() + 1000;
		%cause = "(admin)";
	}
	else {
		%totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
		if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100)) {
			messageAll('MsgVotePassed', '\c2Removing all deployables in the mission by vote.' );
			unpureDeployables();
			Game.removeDepTime = getSimTime() + unpureDeployables() + 1000;
			%cause = "(vote)";
		}
		else
			messageAll('MsgVoteFailed', '\c2The vote to remove all deployables in the mission did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	}
	if(%cause !$= "")
		logEcho("remove all deployables "@%cause);
}

//------------------------------------------------------------------------------
function DefaultGame::VoteInvincibleArmors(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($Host::InvincibleArmors == 1)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled invincible armors.");
	 $Host::InvincibleArmors = 0;
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled invincible armors.");
	 $Host::InvincibleArmors = 1;
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($Host::InvincibleArmors == 1)
	 {
	    messageAll('MsgVotePassed', '\c2Invincible armors was disabled by vote.');
	    $Host::InvincibleArmors = 0;
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2Invincible armors was enabled by vote.');
	    $Host::InvincibleArmors = 1;
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($Host::InvincibleArmors == 1)
	    messageAll('MsgVoteFailed', '\c2Disable invincible armors vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Enable invincible armors vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("invincible armors "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::VoteInvincibleDeployables(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($Host::InvincibleDeployables == 1)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled invincible deployables.");
	 $Host::InvincibleDeployables = 0;
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled invincible deployables.");
	 $Host::InvincibleDeployables = 1;
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($Host::InvincibleDeployables == 1)
	 {
	    messageAll('MsgVotePassed', '\c2Invincible deployables was disabled by vote.');
	    $Host::InvincibleDeployables = 0;
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2Invincible deployables was enabled by vote.');
	    $Host::InvincibleDeployables = 1;
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($Host::InvincibleDeployables == 1)
	    messageAll('MsgVoteFailed', '\c2Disable invincible deployables vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Enable invincible deployables vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("invincible deployables "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::voteUndergroundMode(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($Host::AllowUnderground == 1)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled Underground mode.");
	 $Host::AllowUnderground = 0;
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled Underground mode.");
	 $Host::AllowUnderground = 1;
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($Host::AllowUnderground == 1)
	 {
	    messageAll('MsgVotePassed', '\c2Underground mode was disabled by vote.');
	    $Host::AllowUnderground = 0;
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2Underground mode was enabled by vote.');
	    $Host::AllowUnderground = 1;
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($Host::AllowUnderground == 1)
	    messageAll('MsgVoteFailed', '\c2Disable Underground mode vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Enable Underground mode vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("underground mode "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::voteHazardMode(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($Host::Hazard::Enabled == 1)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled Hazard mode.");
	 hazardOff();
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled Hazard mode.");
	 hazardOn();
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($Host::Hazard::Enabled == 1)
	 {
	    messageAll('MsgVotePassed', '\c2Hazard mode was disabled by vote.');
	    hazardOff();
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2Hazard mode was enabled by vote.');
	    hazardOn();
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($Host::Hazard::Enabled == 1)
	    messageAll('MsgVoteFailed', '\c2Disable Hazard mode vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Enable Hazard mode vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("hazard mode "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::votePrison(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($Host::Prison::Enabled == 1)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled the prison.");
	 prisonDisable();
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled the prison.");
	 prisonEnable();
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($Host::Prison::Enabled == 1)
	 {
	    messageAll('MsgVotePassed', '\c2The prison was disabled by vote.');
	    prisonDisable();
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2The prison was enabled by vote.');
	    prisonEnable();
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($Host::Prison::Enabled == 1)
	    messageAll('MsgVoteFailed', '\c2Disable prison vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Enable prison vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("prison "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::VotePrisonKilling(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($Host::Prison::Kill == 1)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled jailing of killers.");
	 $Host::Prison::Kill = 0;
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled jailing of killers.");
	 $Host::Prison::Kill = 1;
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($Host::Prison::Kill == 1)
	 {
	    messageAll('MsgVotePassed', '\c2Jailing of killers was disabled by vote.');
	    $Host::Prison::Kill = 0;
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2Jailing of killers was enabled by vote.');
	    $Host::Prison::Kill = 1;
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($Host::Prison::Kill == 1)
	    messageAll('MsgVoteFailed', '\c2Disable jailing of killers vote not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Enable jailing of killers vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("prison killing "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::VotePrisonTeamKilling(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($Host::Prison::TeamKill == 1)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled jailing of team killers.");
	 $Host::Prison::TeamKill = 0;
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled jailing of team killers.");
	 $Host::Prison::TeamKill = 1;
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($Host::Prison::TeamKill == 1)
	 {
	    messageAll('MsgVotePassed', '\c2Jailing of team killers was disabled by vote.');
	    $Host::Prison::TeamKill = 0;
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2Jailing of team killers was enabled by vote.');
	    $Host::Prison::TeamKill = 1;
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($Host::Prison::TeamKill == 1)
	    messageAll('MsgVoteFailed', '\c2Disable jailing of team killers vote not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Enable jailing of team killers vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("prison team killers "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::VotePrisonDeploySpam(%game, %admin)
{
   %setto = "";
   %cause = "";
   if(%admin)
   {
      if($Host::Prison::DeploySpam == 1)
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has disabled jailing of deploy spammers.");
	 $Host::Prison::DeploySpam = 0;
	 %setto = "disabled";
      }
      else
      {
	 messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has enabled jailing of deploy spammers.");
	 $Host::Prison::DeploySpam = 1;
	 %setto = "enabled";
      }
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 if($Host::Prison::DeploySpam == 1)
	 {
	    messageAll('MsgVotePassed', '\c2Jailing of deploy spammers was disabled by vote.');
	    $Host::Prison::DeploySpam = 0;
	    %setto = "disabled";
	 }
	 else
	 {
	    messageAll('MsgVotePassed', '\c2Jailing of deploy spammers was enabled by vote.');
	    $Host::Prison::DeploySpam = 1;
	    %setto = "enabled";
	 }
	 %cause = "(vote)";
      }
      else
      {
	 if($Host::Prison::DeploySpam == 1)
	    messageAll('MsgVoteFailed', '\c2Disable jailing of deploy spammers vote not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 else
	    messageAll('MsgVoteFailed', '\c2Enable jailing of deploy spammers vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }
   if(%setto !$= "")
      logEcho("prison deploy spammers "@%setto SPC %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::voteTournamentMode( %game, %admin, %missionDisplayName, %typeDisplayName, %missionId, %missionTypeId )
{
   %mission = $HostMissionFile[%missionId];
   if ( %mission $= "" )
   {
      error( "Invalid mission index passed to DefaultGame::voteTournamentMode!" );
      return;
   }

   %missionType = $HostTypeName[%missionTypeId];
   if ( %missionType $= "" )
   {
      error( "Invalid mission type id passed to DefaultGame::voteTournamentMode!" );
      return;
   }

   %cause = "";
   if (%admin)
   {
      messageAll( 'MsgAdminForce', "\c2"@%admin.namebase@" has switched the server to Tournament mode (%1).", %missionDisplayName );
      setModeTournament( %mission, %missionType );
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 messageAll('MsgVotePassed', '\c2Server switched to Tournament mode by vote (%1): %2 percent.', %missionDisplayName, mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	 setModeTournament( %mission, %missionType );
	 %cause = "(vote)";
      }
      else
	 messageAll('MsgVoteFailed', '\c2Tournament mode vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
   }
   if(%cause !$= "")
      logEcho("tournament mode set "@%cause);
}

//------------------------------------------------------------------------------
function DefaultGame::voteMatchStart( %game, %admin)
{
   %cause = "";
   %ready = forceTourneyMatchStart();
   if(%admin)
   {
      if(!%ready)
      {
	 messageClient( %client, 'msgClient', '\c2No players are ready yet.');
	 return;
      }
      else
      {
	 messageAll('msgMissionStart', "\c2"@%admin.namebase@" has forced the match to start.");
	 %cause = "(admin)";
	 startTourneyCountdown();
      }
   }
   else
   {
      if(!%ready)
      {
	 messageAll( 'msgClient', '\c2Vote passed to start match, but no players are ready yet.');
	 return;
      }
      else
      {
	 %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
	 if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
	 {
	    messageAll('MsgVotePassed', '\c2The match has been started by vote: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
	    startTourneyCountdown();
	 }
	 else
	    messageAll('MsgVoteFailed', '\c2Start Match vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
      }
   }

   if(%cause !$= "")
      logEcho("start match "@%cause);
}

//------------------------------------------------------------------------------
function DefaultGame::voteFFAMode( %game, %admin, %client )
{
   %cause = "";
   %name = getTaggedString(%client.name);

   if (%admin)
   {
      messageAll('MsgAdminForce', "\c2"@%admin.namebase@" has switched the server to Free For All mode.", %client);
      setModeFFA($CurrentMission, $CurrentMissionType);
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 messageAll('MsgVotePassed', '\c2Server switched to Free For All mode by vote.', %client);
	 setModeFFA($CurrentMission, $CurrentMissionType);
	 %cause = "(vote)";
      }
      else
	 messageAll('MsgVoteFailed', '\c2Free For All mode vote did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
   }
   if(%cause !$= "")
      logEcho("free for all set "@%cause);
}

//------------------------------------------------------------------------------
function DefaultGame::voteChangeTimeLimit( %game, %admin, %newLimit )
{
   if( %newLimit == 999 )
      %display = "unlimited";
   else
      %display = %newLimit;

   %cause = "";
   if ( %admin )
   {
      messageAll( 'MsgAdminForce', "\c2"@%admin.namebase@" changed the mission time limit to "@%display@"  minutes.");
      $Host::TimeLimit = %newLimit;
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 messageAll('MsgVotePassed', '\c2The mission time limit was set to %1 minutes by vote.', %display);
	 $Host::TimeLimit = %newLimit;
	 %cause = "(vote)";
      }
      else
	 messageAll('MsgVoteFailed', '\c2The vote to change the mission time limit did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
   }

   //if the time limit was actually changed...
   if(%cause !$= "")
   {
      logEcho("time limit set to "@%display SPC %cause);

      //if the match has been started, reset the end of match countdown
      if ($matchStarted)
      {
	 //schedule the end of match countdown
	 %elapsedTimeMS = getSimTime() - $missionStartTime;
	 %curTimeLeftMS = ($Host::TimeLimit * 60 * 1000) - %elapsedTimeMS;
			error("time limit="@$Host::TimeLimit@", elapsed="@(%elapsedTimeMS / 60000)@", curtimeleftms="@%curTimeLeftMS);
	 CancelEndCountdown();
	 EndCountdown(%curTimeLeftMS);
	 cancel(%game.timeSync);
	 %game.checkTimeLimit(true);
      }
   }
}

//------------------------------------------------------------------------------
function DefaultGame::voteResetServer( %game, %admin, %client )
{
   %cause = "";
   if ( %admin )
   {
      messageAll( 'AdminResetServer', "\c2"@%admin.namebase@" has reset the server." );
      resetServerDefaults();
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 messageAll('MsgVotePassed', '\c2The Server has been reset by vote.' );
	 resetServerDefaults();
	 %cause = "(vote)";
      }
      else
	 messageAll('MsgVoteFailed', '\c2The vote to reset Server to defaults did not pass: %1 percent.', mFloor(%game.totalVotesFor/(ClientGroup.getCount() - $HostGameBotCount) * 100));
   }
   if(%cause !$= "")
      logEcho("server reset "@%cause);
}

//------------------------------------------------------------------------------
// all team based votes here
function DefaultGame::voteKickPlayer(%game, %admin, %client)
{
   %cause = "";

   if(%admin)
   {
      kick(%client, %admin, %client.guid );
      %cause = "(admin)";
   }
   else
   {
      %team = %client.team;
      %totalVotes = %game.votesFor[%game.kickTeam] + %game.votesAgainst[%game.kickTeam];
      if(%totalVotes > 0 && (%game.votesFor[%game.kickTeam] / %totalVotes) > ($Host::VotePasspercent / 100))
      {
	 kick(%client, %admin, %game.kickGuid);
	 %cause = "(vote)";
      }
      else
      {
	 for ( %idx = 0; %idx < ClientGroup.getCount(); %idx++ )
	 {
	    %cl = ClientGroup.getObject( %idx );

	    if (%cl.team == %game.kickTeam && !%cl.isAIControlled())
	       messageClient( %cl, 'MsgVoteFailed', '\c2Kick player vote did not pass' );
	 }
      }
   }

   %game.kickTeam = "";
   %game.kickGuid = "";
   %game.kickClientName = "";

   if(%cause !$= "")
      logEcho(%name@" (cl " @ %game.kickClient @ ") kicked " @ %cause);
}

//------------------------------------------------------------------------------
function DefaultGame::banPlayer(%game, %admin, %client)
{
   %cause = "";
   %name = %client.nameBase;
   if( %admin )
   {
      ban( %client, %admin );
      %cause = "(admin)";
   }

   if(%cause !$= "")
      logEcho(%name@" (cl "@%client@") banned "@%cause);
}

//------------------------------------------------------------------------------
function DefautGame::voteMakeZombieCommander(%game, %admin, %client) {
   echo("woo");
   %cause = "";

   if (%admin)
   {
      messageAll('MsgAdminAdminPlayer', "\c2"@%admin.namebase@" made "@%client.namebase@" a Zombie Commander.");
      %client.isZombieCommander = 1;
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 messageAll('MsgAdminPlayer', '\c2%2 was made a zombie commander by vote.', %client, %client.name);
	 %client.isZombieCommander = 1;
	 %cause = "(vote)";
      }
      else
	 messageAll('MsgVoteFailed', '\c2Vote to make %1 a zombie commander did not pass.', %client.name);
   }
   if(%cause !$= "")
      logEcho(%client.nameBase@" (cl "@%client@") made ZCommander "@%cause);
}

//------------------------------------------------------------------------------
function DefaultGame::voteAdminPlayer(%game, %admin, %client)
{
   %cause = "";

   if (%admin)
   {
      messageAll('MsgAdminAdminPlayer', "\c2"@%admin.namebase@" made "@%client.namebase@" an admin.");
      %client.isAdmin = 1;
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 messageAll('MsgAdminPlayer', '\c2%2 was made an admin by vote.', %client, %client.name);
	 %client.isAdmin = 1;
	 %cause = "(vote)";
      }
      else
	 messageAll('MsgVoteFailed', '\c2Vote to make %1 an admin did not pass.', %client.name);
   }
   if(%cause !$= "")
      logEcho(%client.nameBase@" (cl "@%client@") made admin "@%cause);
}

function DefaultGame::voteSuperAdminPlayer(%game, %admin, %client)
{
   %cause = "";

   if (%admin)
   {
      messageAll('MsgAdminAdminPlayer', "\c2"@%admin.namebase@" made "@%client.namebase@" a super admin.");
      %client.isAdmin = 1;
      %client.isSuperAdmin = 1;
      %cause = "(admin)";
   }
   else
   {
      %totalVotes = %game.totalVotesFor + %game.totalVotesAgainst;
      if(%totalVotes > 0 && (%game.totalVotesFor / (ClientGroup.getCount() - $HostGameBotCount)) > ($Host::VotePasspercent / 100))
      {
	 messageAll('MsgAdminPlayer', '\c2%2 was made a super admin by vote.', %client, %client.name);
	 %client.isAdmin = 1;
	 %client.isSuperAdmin = 1;
	 %cause = "(vote)";
      }
      else
	 messageAll('MsgVoteFailed', '\c2Vote to make %1 a super admin did not pass.', %client.name);
   }
   if(%cause !$= "")
      logEcho(%client.nameBase@" (cl "@%client@") made super-admin "@%cause);
}

//------------------------------------------------------------------------------
function DefaultGame::processGameLink(%game, %client, %arg1, %arg2, %arg3, %arg4, %arg5) {
   ConstructionGame::processGameLink(%game, %client, %arg1, %arg2, %arg3, %arg4, %arg5);
}

//------------------------------------------------------------------------------
$ScoreHudMaxVisible = 19;
function DefaultGame::updateScoreHud(%game, %client, %tag) {
   ConstructionGame::updateScoreHud(%game, %client, %tag);
}

//------------------------------------------------------------------------------
function UpdateClientTimes(%time)
{
    %secondsLeft = %time / 1000;
    messageAll('MsgSystemClock', "", (%secondsLeft / 60), %time);
}

//------------------------------------------------------------------------------
function notifyMatchStart(%time)
{
   %seconds = mFloor(%time / 1000);
   if (%seconds > 2)
      MessageAll('MsgMissionStart', '\c2Match starts in %1 seconds.~wfx/misc/hunters_%1.wav', %seconds);
   else if (%seconds == 2)
      MessageAll('MsgMissionStart', '\c2Match starts in 2 seconds.~wvoice/announcer/ann.match_begins.wav');
   else if (%seconds == 1)
      MessageAll('MsgMissionStart', '\c2Match starts in 1 second.');
   UpdateClientTimes(%time);
}

//------------------------------------------------------------------------------
function notifyMatchEnd(%time)
{
   %seconds = mFloor(%time / 1000);
   if (%seconds > 1)
      MessageAll('MsgMissionEnd', '\c2Match ends in %1 seconds.~wfx/misc/hunters_%1.wav', %seconds);
   else if (%seconds == 1)
      MessageAll('MsgMissionEnd', '\c2Match ends in 1 second.~wfx/misc/hunters_1.wav');
   UpdateClientTimes(%time);
}

function DefaultGame::formatTime(%game, %tStr, %includeHundredths)
{
   %timeInSeconds = %tStr / 1000;
   %mins = mFloor(%timeInSeconds / 60);
   if(%mins < 1)
      %timeString = "00:";
   else if(%mins < 10)
      %timeString = "0" @ %mins @ ":";
   else
      %timeString = %mins @ ":";

   %timeInSeconds -= (%mins * 60);
   %secs = mFloor(%timeInSeconds);
   if(%secs < 1)
      %timeString = %timeString @ "00";
   else if(%secs < 10)
      %timeString = %timeString @ "0" @ %secs;
   else
      %timeString = %timeString @ %secs;

   if (%includeHundredths)
   {
      %timeString = %timeString @ ".";
      %timeInSeconds -= %secs;
      %hSecs = mFloor(%timeInSeconds * 100); // will be between 0 and 999
      if(%hSecs < 1)
	 %timeString = %timeString @ "00";
      else if(%hSecs < 10)
	 %timeString = %timeString @ "0" @ %hSecs;
      else
	 %timeString = %timeString @ %hSecs;
   }

   return %timeString;
}

//------------------------------------------------------------------------------
//AI FUNCTIONS
function DefaultGame::AIChooseGameObjective(%game, %client)
{
   AIChooseObjective(%client);
}

//------------------------------------------------------------------------------
function DefaultGame::getServerStatusString(%game)
{
   %status = %game.numTeams;
   for ( %team = 1; %team - 1 < %game.numTeams; %team++ )
   {
      %score = isObject( $teamScore[%team] ) ? $teamScore[%team] : 0;
      %teamStr = getTaggedString( %game.getTeamName(%team) ) TAB %score;
      %status = %status NL %teamStr;
   }

   %status = %status NL ClientGroup.getCount();
   for ( %i = 0; %i < ClientGroup.getCount(); %i++ )
   {
      %cl = ClientGroup.getObject( %i );
      %score = %cl.score $= "" ? 0 : %cl.score;
      %playerStr = getTaggedString( %cl.name ) TAB getTaggedString( %game.getTeamName(%cl.team) ) TAB %score;
      %status = %status NL %playerStr;
   }
   return( %status );
}

//------------------------------------------------------------------------------
function DefaultGame::OptionsDlgSleep( %game )
{
   // ignore in the default game...
}

//------------------------------------------------------------------------------
function DefaultGame::endMission( %game )
{
}







//HEELJUMP Functions
//DIFFICULTY MODIFIERS
//*Titan (Appears in the bonus strike only): any death on the team will immediately end the current match, because of the drasticness of this modifier, it is only used in the bonus strike, to end the bonus strike immediately if a player dies.
//
//And now onto the common ones:
//*Super-Lunge: Normal zombies will lunge at 3X the original distance.                 C
//*Kamakaziiiii: Volatile Ravengers move at 5X Speed.                                  C
//*Where's MY Head: Zombies cannot be killed by headshots.                             C
//*Suck on this: Demon Zombies will carry spike grenades, and use them.   (CANCELED)
//*You cant see me: Normal Zombies will be cloaked.                                    C
//*Oh Lordy: Zombie Lords fire 4 pulses instead of 2.                                  C
//*IT BURNS!: Demon Zombie fireballs cause burns.                                      C
//*The Destiny: Explosive power of volatile ravenger's C4 doubles.                     C
//*I just killed that one!: Demon zombies can revive dead zombies.         (CANCELED)
//*Scrambler: Zombie Lords block calling helicopters in.                               C
//*Demonic: All Zombies will take only 50% damage, making them have 2X HP.             C

//Special Codes:
//All On: Turns allon (titan message displayed)
//All Off: Turns all off (including titan)

function DefaultGame::ToggleModifiers(%game, %modifier, %toggleTo) {
   switch$(%modifier) {
      case "Titan":
         %ModifierDesc = "Death is quite costly... it ends the bonus strike";
         $HellJump::Modifier["Titan"] = %toggleTo;
      case "Super-Lunge":
         %ModifierDesc = "Normal Zombies lunge at 3X normal distance";
         $HellJump::Modifier["SuperLunge"] = %toggleTo;
      case "Kamakaziiiii":
         %ModifierDesc = "Volatile Ravenger's move at 5X Speed... be cautious...";
         $HellJump::Modifier["Kamakazi"] = %toggleTo;
      case "Where's My Head":
         %ModifierDesc = "Zombies cannot be killed by a headshot";
         $HellJump::Modifier["WheresMyHead"] = %toggleTo;
      case "You can't see me":
         %ModifierDesc = "Normal zombies are now cloaked... mwuhahaha!!!";
         $HellJump::Modifier["YouCantSeeMe"] = %toggleTo;
      case "Oh Lordy":
         %ModifierDesc = "Zombie lords shoot 4 pulses instead of 2";
         $HellJump::Modifier["OhLordy"] = %toggleTo;
      case "It BURNS!":
         %ModifierDesc = "Demon Zombie Fireballs now cause Burns";
         $HellJump::Modifier["ItBurns"] = %toggleTo;
      case "The Destiny":
         %ModifierDesc = "Volatile Ravengers explosive power is doubled";
         $HellJump::Modifier["TheDestiny"] = %toggleTo;
      case "Scrambler":
         %ModifierDesc = "Zombie lords jam helicopter signals blocking you from calling them in";
         $HellJump::Modifier["Scrambler"] = %toggleTo;
      case "Demonic":
         %ModifierDesc = "All zombies take 50% of normal damage, thus doubling their HP";
         $HellJump::Modifier["Demonic"] = %toggleTo;
      case "All On":
         %ModifierDesc = "All Modifiers on";
         $HellJump::Modifier["SuperLunge"] = 1;
         $HellJump::Modifier["Kamakazi"] = 1;
         $HellJump::Modifier["WheresMyHead"] = 1;
         $HellJump::Modifier["YouCantSeeMe"] = 1;
         $HellJump::Modifier["OhLordy"] = 1;
         $HellJump::Modifier["ItBurns"] = 1;
         $HellJump::Modifier["TheDestiny"] = 1;
         $HellJump::Modifier["Scrambler"] = 1;
         $HellJump::Modifier["Demonic"] = 1;
         %game.schedule(2100, "ToggleModifiers", "Titan", 1);
      case "All Off":
         %ModifierDesc = "All Modifiers Off";
         $HellJump::Modifier["SuperLunge"] = 0;
         $HellJump::Modifier["Kamakazi"] = 0;
         $HellJump::Modifier["WheresMyHead"] = 0;
         $HellJump::Modifier["YouCantSeeMe"] = 0;
         $HellJump::Modifier["OhLordy"] = 0;
         $HellJump::Modifier["ItBurns"] = 0;
         $HellJump::Modifier["TheDestiny"] = 0;
         $HellJump::Modifier["Scrambler"] = 0;
         $HellJump::Modifier["Demonic"] = 0;
         $HellJump::Modifier["Titan"] = 0;
   }
   if(%modifier !$= "All On" && %modifier !$= "All Off") {
      if(%toggleTo == 1) {
         %toDisp = "On";
      }
      else {
         %toDisp = "Off";
      }
      //and now lets display our message
      for(%i = 0; %i < ClientGroup.getCount(); %i++) {
         %cl = ClientGroup.getObject(%i);
         bottomPrint(%cl, ""@%modifier@" - "@%toDisp@" \n "@%ModifierDesc@"", 2, 2);
         messageClient(%cl, 'MsgClient', "\c5HELLJUMP: "@%modifier@" - "@%toDisp@" : "@%ModifierDesc@"");
      }
   }
   else {
      //and now lets display our message
      for(%i = 0; %i < ClientGroup.getCount(); %i++) {
         %cl = ClientGroup.getObject(%i);
         bottomPrint(%cl, ""@%modifier@" \n "@%ModifierDesc@"", 2, 2);
         messageClient(%cl, 'MsgClient', "\c5HELLJUMP: "@%modifier@" : "@%ModifierDesc@"");
      }
   }
}

function DefaultGame::CheckModifier(%game, %mod) {
   return $HellJump::Modifier[""@%mod@""];
}
