Files
Bubberstation/code/controllers/subsystem/ticker.dm
Jordan Brown 575d098944 Update DMAPI to version 3.2.1.0 (#37429)
This is primarily a compatibility layer that enables both forward and backward compatibility for all past and future APIs based on the detected running TGS version. It also bundles all it's includes to make future upgrades not have to modify the dme, heck, could even use a submodule if it wanted (not happening). No other changes necessary.

There's an upcoming event system and new chat management functions. Check them out here: 303448457e/DMAPI/tgs.dm

Also added /datum/proc/CanProcCall()
2018-05-09 14:33:07 +12:00

634 lines
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Executable File

#define ROUND_START_MUSIC_LIST "strings/round_start_sounds.txt"
SUBSYSTEM_DEF(ticker)
name = "Ticker"
init_order = INIT_ORDER_TICKER
priority = FIRE_PRIORITY_TICKER
flags = SS_KEEP_TIMING
runlevels = RUNLEVEL_LOBBY | RUNLEVEL_SETUP | RUNLEVEL_GAME
var/current_state = GAME_STATE_STARTUP //state of current round (used by process()) Use the defines GAME_STATE_* !
var/force_ending = 0 //Round was ended by admin intervention
// If true, there is no lobby phase, the game starts immediately.
var/start_immediately = FALSE
var/setup_done = FALSE //All game setup done including mode post setup and
var/hide_mode = 0
var/datum/game_mode/mode = null
var/event_time = null
var/event = 0
var/login_music //music played in pregame lobby
var/round_end_sound //music/jingle played when the world reboots
var/round_end_sound_sent = TRUE //If all clients have loaded it
var/list/datum/mind/minds = list() //The characters in the game. Used for objective tracking.
var/list/syndicate_coalition = list() //list of traitor-compatible factions
var/list/factions = list() //list of all factions
var/list/availablefactions = list() //list of factions with openings
var/list/scripture_states = list(SCRIPTURE_DRIVER = TRUE, \
SCRIPTURE_SCRIPT = FALSE, \
SCRIPTURE_APPLICATION = FALSE) //list of clockcult scripture states for announcements
var/delay_end = 0 //if set true, the round will not restart on it's own
var/admin_delay_notice = "" //a message to display to anyone who tries to restart the world after a delay
var/ready_for_reboot = FALSE //all roundend preparation done with, all that's left is reboot
var/triai = 0 //Global holder for Triumvirate
var/tipped = 0 //Did we broadcast the tip of the day yet?
var/selected_tip // What will be the tip of the day?
var/timeLeft //pregame timer
var/start_at
var/gametime_offset = 432000 //Deciseconds to add to world.time for station time.
var/station_time_rate_multiplier = 12 //factor of station time progressal vs real time.
var/totalPlayers = 0 //used for pregame stats on statpanel
var/totalPlayersReady = 0 //used for pregame stats on statpanel
var/queue_delay = 0
var/list/queued_players = list() //used for join queues when the server exceeds the hard population cap
var/maprotatechecked = 0
var/news_report
var/late_join_disabled
var/roundend_check_paused = FALSE
var/round_start_time = 0
var/list/round_start_events
var/list/round_end_events
var/mode_result = "undefined"
var/end_state = "undefined"
/datum/controller/subsystem/ticker/Initialize(timeofday)
load_mode()
var/list/byond_sound_formats = list(
"mid" = TRUE,
"midi" = TRUE,
"mod" = TRUE,
"it" = TRUE,
"s3m" = TRUE,
"xm" = TRUE,
"oxm" = TRUE,
"wav" = TRUE,
"ogg" = TRUE,
"raw" = TRUE,
"wma" = TRUE,
"aiff" = TRUE
)
var/list/provisional_title_music = flist("[global.config.directory]/title_music/sounds/")
var/list/music = list()
var/use_rare_music = prob(1)
for(var/S in provisional_title_music)
var/lower = lowertext(S)
var/list/L = splittext(lower,"+")
switch(L.len)
if(3) //rare+MAP+sound.ogg or MAP+rare.sound.ogg -- Rare Map-specific sounds
if(use_rare_music)
if(L[1] == "rare" && L[2] == SSmapping.config.map_name)
music += S
else if(L[2] == "rare" && L[1] == SSmapping.config.map_name)
music += S
if(2) //rare+sound.ogg or MAP+sound.ogg -- Rare sounds or Map-specific sounds
if((use_rare_music && L[1] == "rare") || (L[1] == SSmapping.config.map_name))
music += S
if(1) //sound.ogg -- common sound
music += S
var/old_login_music = trim(file2text("data/last_round_lobby_music.txt"))
if(music.len > 1)
music -= old_login_music
for(var/S in music)
var/list/L = splittext(S,".")
if(L.len >= 2)
var/ext = lowertext(L[L.len]) //pick the real extension, no 'honk.ogg.exe' nonsense here
if(byond_sound_formats[ext])
continue
music -= S
if(isemptylist(music))
music = world.file2list(ROUND_START_MUSIC_LIST, "\n")
login_music = pick(music)
else
login_music = "[global.config.directory]/title_music/sounds/[pick(music)]"
if(!GLOB.syndicate_code_phrase)
GLOB.syndicate_code_phrase = generate_code_phrase()
if(!GLOB.syndicate_code_response)
GLOB.syndicate_code_response = generate_code_phrase()
..()
start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10)
if(CONFIG_GET(flag/randomize_shift_time))
gametime_offset = rand(0, 23) HOURS
else if(CONFIG_GET(flag/shift_time_realtime))
gametime_offset = world.timeofday
/datum/controller/subsystem/ticker/fire()
switch(current_state)
if(GAME_STATE_STARTUP)
if(Master.initializations_finished_with_no_players_logged_in)
start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10)
for(var/client/C in GLOB.clients)
window_flash(C, ignorepref = TRUE) //let them know lobby has opened up.
to_chat(world, "<span class='boldnotice'>Welcome to [station_name()]!</span>")
if(CONFIG_GET(flag/irc_announce_new_game))
world.TgsTargetedChatBroadcast("New round starting on [SSmapping.config.map_name]!", FALSE)
current_state = GAME_STATE_PREGAME
//Everyone who wants to be an observer is now spawned
create_observers()
fire()
if(GAME_STATE_PREGAME)
//lobby stats for statpanels
if(isnull(timeLeft))
timeLeft = max(0,start_at - world.time)
totalPlayers = 0
totalPlayersReady = 0
for(var/mob/dead/new_player/player in GLOB.player_list)
++totalPlayers
if(player.ready == PLAYER_READY_TO_PLAY)
++totalPlayersReady
if(start_immediately)
timeLeft = 0
//countdown
if(timeLeft < 0)
return
timeLeft -= wait
if(timeLeft <= 300 && !tipped)
send_tip_of_the_round()
tipped = TRUE
if(timeLeft <= 0)
current_state = GAME_STATE_SETTING_UP
Master.SetRunLevel(RUNLEVEL_SETUP)
if(start_immediately)
fire()
if(GAME_STATE_SETTING_UP)
if(!setup())
//setup failed
current_state = GAME_STATE_STARTUP
start_at = world.time + (CONFIG_GET(number/lobby_countdown) * 10)
timeLeft = null
Master.SetRunLevel(RUNLEVEL_LOBBY)
if(GAME_STATE_PLAYING)
mode.process(wait * 0.1)
check_queue()
check_maprotate()
scripture_states = scripture_unlock_alert(scripture_states)
if(!roundend_check_paused && mode.check_finished(force_ending) || force_ending)
current_state = GAME_STATE_FINISHED
toggle_ooc(TRUE) // Turn it on
toggle_dooc(TRUE)
declare_completion(force_ending)
Master.SetRunLevel(RUNLEVEL_POSTGAME)
/datum/controller/subsystem/ticker/proc/setup()
to_chat(world, "<span class='boldannounce'>Starting game...</span>")
var/init_start = world.timeofday
//Create and announce mode
var/list/datum/game_mode/runnable_modes
if(GLOB.master_mode == "random" || GLOB.master_mode == "secret")
runnable_modes = config.get_runnable_modes()
if(GLOB.master_mode == "secret")
hide_mode = 1
if(GLOB.secret_force_mode != "secret")
var/datum/game_mode/smode = config.pick_mode(GLOB.secret_force_mode)
if(!smode.can_start())
message_admins("\blue Unable to force secret [GLOB.secret_force_mode]. [smode.required_players] players and [smode.required_enemies] eligible antagonists needed.")
else
mode = smode
if(!mode)
if(!runnable_modes.len)
to_chat(world, "<B>Unable to choose playable game mode.</B> Reverting to pre-game lobby.")
return 0
mode = pickweight(runnable_modes)
if(!mode) //too few roundtypes all run too recently
mode = pick(runnable_modes)
else
mode = config.pick_mode(GLOB.master_mode)
if(!mode.can_start())
to_chat(world, "<B>Unable to start [mode.name].</B> Not enough players, [mode.required_players] players and [mode.required_enemies] eligible antagonists needed. Reverting to pre-game lobby.")
qdel(mode)
mode = null
SSjob.ResetOccupations()
return 0
CHECK_TICK
//Configure mode and assign player to special mode stuff
var/can_continue = 0
can_continue = src.mode.pre_setup() //Choose antagonists
CHECK_TICK
SSjob.DivideOccupations() //Distribute jobs
CHECK_TICK
if(!GLOB.Debug2)
if(!can_continue)
qdel(mode)
mode = null
to_chat(world, "<B>Error setting up [GLOB.master_mode].</B> Reverting to pre-game lobby.")
SSjob.ResetOccupations()
return 0
else
message_admins("<span class='notice'>DEBUG: Bypassing prestart checks...</span>")
CHECK_TICK
if(hide_mode)
var/list/modes = new
for (var/datum/game_mode/M in runnable_modes)
modes += M.name
modes = sortList(modes)
to_chat(world, "<b>The gamemode is: secret!\nPossibilities:</B> [english_list(modes)]")
else
mode.announce()
if(!CONFIG_GET(flag/ooc_during_round))
toggle_ooc(FALSE) // Turn it off
CHECK_TICK
GLOB.start_landmarks_list = shuffle(GLOB.start_landmarks_list) //Shuffle the order of spawn points so they dont always predictably spawn bottom-up and right-to-left
create_characters() //Create player characters
collect_minds()
equip_characters()
GLOB.data_core.manifest()
transfer_characters() //transfer keys to the new mobs
for(var/I in round_start_events)
var/datum/callback/cb = I
cb.InvokeAsync()
LAZYCLEARLIST(round_start_events)
log_world("Game start took [(world.timeofday - init_start)/10]s")
round_start_time = world.time
to_chat(world, "<FONT color='blue'><B>Welcome to [station_name()], enjoy your stay!</B></FONT>")
SEND_SOUND(world, sound('sound/ai/welcome.ogg'))
current_state = GAME_STATE_PLAYING
Master.SetRunLevel(RUNLEVEL_GAME)
if(SSevents.holidays)
to_chat(world, "<font color='blue'>and...</font>")
for(var/holidayname in SSevents.holidays)
var/datum/holiday/holiday = SSevents.holidays[holidayname]
to_chat(world, "<h4>[holiday.greet()]</h4>")
PostSetup()
return TRUE
/datum/controller/subsystem/ticker/proc/PostSetup()
set waitfor = FALSE
mode.post_setup()
GLOB.start_state = new /datum/station_state()
GLOB.start_state.count()
var/list/adm = get_admin_counts()
var/list/allmins = adm["present"]
send2irc("Server", "Round [GLOB.round_id ? "#[GLOB.round_id]:" : "of"] [hide_mode ? "secret":"[mode.name]"] has started[allmins.len ? ".":" with no active admins online!"]")
setup_done = TRUE
for(var/i in GLOB.start_landmarks_list)
var/obj/effect/landmark/start/S = i
if(istype(S)) //we can not runtime here. not in this important of a proc.
S.after_round_start()
else
stack_trace("[S] [S.type] found in start landmarks list, which isn't a start landmark!")
//These callbacks will fire after roundstart key transfer
/datum/controller/subsystem/ticker/proc/OnRoundstart(datum/callback/cb)
if(!HasRoundStarted())
LAZYADD(round_start_events, cb)
else
cb.InvokeAsync()
//These callbacks will fire before roundend report
/datum/controller/subsystem/ticker/proc/OnRoundend(datum/callback/cb)
if(current_state >= GAME_STATE_FINISHED)
cb.InvokeAsync()
else
LAZYADD(round_end_events, cb)
/datum/controller/subsystem/ticker/proc/station_explosion_detonation(atom/bomb)
if(bomb) //BOOM
var/turf/epi = bomb.loc
qdel(bomb)
if(epi)
explosion(epi, 0, 256, 512, 0, TRUE, TRUE, 0, TRUE)
/datum/controller/subsystem/ticker/proc/create_characters()
for(var/mob/dead/new_player/player in GLOB.player_list)
if(player.ready == PLAYER_READY_TO_PLAY && player.mind)
GLOB.joined_player_list += player.ckey
player.create_character(FALSE)
else
player.new_player_panel()
CHECK_TICK
/datum/controller/subsystem/ticker/proc/collect_minds()
for(var/mob/dead/new_player/P in GLOB.player_list)
if(P.new_character && P.new_character.mind)
SSticker.minds += P.new_character.mind
CHECK_TICK
/datum/controller/subsystem/ticker/proc/equip_characters()
var/captainless=1
for(var/mob/dead/new_player/N in GLOB.player_list)
var/mob/living/carbon/human/player = N.new_character
if(istype(player) && player.mind && player.mind.assigned_role)
if(player.mind.assigned_role == "Captain")
captainless=0
if(player.mind.assigned_role != player.mind.special_role)
SSjob.EquipRank(N, player.mind.assigned_role, 0)
if(CONFIG_GET(flag/roundstart_traits))
SSquirks.AssignQuirks(player, N.client, TRUE)
CHECK_TICK
if(captainless)
for(var/mob/dead/new_player/N in GLOB.player_list)
if(N.new_character)
to_chat(N, "Captainship not forced on anyone.")
CHECK_TICK
/datum/controller/subsystem/ticker/proc/transfer_characters()
var/list/livings = list()
for(var/mob/dead/new_player/player in GLOB.mob_list)
var/mob/living = player.transfer_character()
if(living)
qdel(player)
living.notransform = TRUE
if(living.client)
var/obj/screen/splash/S = new(living.client, TRUE)
S.Fade(TRUE)
livings += living
if(livings.len)
addtimer(CALLBACK(src, .proc/release_characters, livings), 30, TIMER_CLIENT_TIME)
/datum/controller/subsystem/ticker/proc/release_characters(list/livings)
for(var/I in livings)
var/mob/living/L = I
L.notransform = FALSE
/datum/controller/subsystem/ticker/proc/send_tip_of_the_round()
var/m
if(selected_tip)
m = selected_tip
else
var/list/randomtips = world.file2list("strings/tips.txt")
var/list/memetips = world.file2list("strings/sillytips.txt")
if(randomtips.len && prob(95))
m = pick(randomtips)
else if(memetips.len)
m = pick(memetips)
if(m)
to_chat(world, "<font color='purple'><b>Tip of the round: </b>[html_encode(m)]</font>")
/datum/controller/subsystem/ticker/proc/check_queue()
var/hpc = CONFIG_GET(number/hard_popcap)
if(!queued_players.len || !hpc)
return
queue_delay++
var/mob/dead/new_player/next_in_line = queued_players[1]
switch(queue_delay)
if(5) //every 5 ticks check if there is a slot available
if(living_player_count() < hpc)
if(next_in_line && next_in_line.client)
to_chat(next_in_line, "<span class='userdanger'>A slot has opened! You have approximately 20 seconds to join. <a href='?src=[REF(next_in_line)];late_join=override'>\>\>Join Game\<\<</a></span>")
SEND_SOUND(next_in_line, sound('sound/misc/notice1.ogg'))
next_in_line.LateChoices()
return
queued_players -= next_in_line //Client disconnected, remove he
queue_delay = 0 //No vacancy: restart timer
if(25 to INFINITY) //No response from the next in line when a vacancy exists, remove he
to_chat(next_in_line, "<span class='danger'>No response recieved. You have been removed from the line.</span>")
queued_players -= next_in_line
queue_delay = 0
/datum/controller/subsystem/ticker/proc/check_maprotate()
if (!CONFIG_GET(flag/maprotation))
return
if (SSshuttle.emergency && SSshuttle.emergency.mode != SHUTTLE_ESCAPE || SSshuttle.canRecall())
return
if (maprotatechecked)
return
maprotatechecked = 1
//map rotate chance defaults to 75% of the length of the round (in minutes)
if (!prob((world.time/600)*CONFIG_GET(number/maprotatechancedelta)))
return
INVOKE_ASYNC(SSmapping, /datum/controller/subsystem/mapping/.proc/maprotate)
/datum/controller/subsystem/ticker/proc/HasRoundStarted()
return current_state >= GAME_STATE_PLAYING
/datum/controller/subsystem/ticker/proc/IsRoundInProgress()
return current_state == GAME_STATE_PLAYING
/datum/controller/subsystem/ticker/Recover()
current_state = SSticker.current_state
force_ending = SSticker.force_ending
hide_mode = SSticker.hide_mode
mode = SSticker.mode
event_time = SSticker.event_time
event = SSticker.event
login_music = SSticker.login_music
round_end_sound = SSticker.round_end_sound
minds = SSticker.minds
syndicate_coalition = SSticker.syndicate_coalition
factions = SSticker.factions
availablefactions = SSticker.availablefactions
delay_end = SSticker.delay_end
triai = SSticker.triai
tipped = SSticker.tipped
selected_tip = SSticker.selected_tip
timeLeft = SSticker.timeLeft
totalPlayers = SSticker.totalPlayers
totalPlayersReady = SSticker.totalPlayersReady
queue_delay = SSticker.queue_delay
queued_players = SSticker.queued_players
maprotatechecked = SSticker.maprotatechecked
round_start_time = SSticker.round_start_time
queue_delay = SSticker.queue_delay
queued_players = SSticker.queued_players
maprotatechecked = SSticker.maprotatechecked
switch (current_state)
if(GAME_STATE_SETTING_UP)
Master.SetRunLevel(RUNLEVEL_SETUP)
if(GAME_STATE_PLAYING)
Master.SetRunLevel(RUNLEVEL_GAME)
if(GAME_STATE_FINISHED)
Master.SetRunLevel(RUNLEVEL_POSTGAME)
/datum/controller/subsystem/ticker/proc/send_news_report()
var/news_message
var/news_source = "Nanotrasen News Network"
switch(news_report)
if(NUKE_SYNDICATE_BASE)
news_message = "In a daring raid, the heroic crew of [station_name()] detonated a nuclear device in the heart of a terrorist base."
if(STATION_DESTROYED_NUKE)
news_message = "We would like to reassure all employees that the reports of a Syndicate backed nuclear attack on [station_name()] are, in fact, a hoax. Have a secure day!"
if(STATION_EVACUATED)
news_message = "The crew of [station_name()] has been evacuated amid unconfirmed reports of enemy activity."
if(BLOB_WIN)
news_message = "[station_name()] was overcome by an unknown biological outbreak, killing all crew on board. Don't let it happen to you! Remember, a clean work station is a safe work station."
if(BLOB_NUKE)
news_message = "[station_name()] is currently undergoing decontanimation after a controlled burst of radiation was used to remove a biological ooze. All employees were safely evacuated prior, and are enjoying a relaxing vacation."
if(BLOB_DESTROYED)
news_message = "[station_name()] is currently undergoing decontamination procedures after the destruction of a biological hazard. As a reminder, any crew members experiencing cramps or bloating should report immediately to security for incineration."
if(CULT_ESCAPE)
news_message = "Security Alert: A group of religious fanatics have escaped from [station_name()]."
if(CULT_FAILURE)
news_message = "Following the dismantling of a restricted cult aboard [station_name()], we would like to remind all employees that worship outside of the Chapel is strictly prohibited, and cause for termination."
if(CULT_SUMMON)
news_message = "Company officials would like to clarify that [station_name()] was scheduled to be decommissioned following meteor damage earlier this year. Earlier reports of an unknowable eldritch horror were made in error."
if(NUKE_MISS)
news_message = "The Syndicate have bungled a terrorist attack [station_name()], detonating a nuclear weapon in empty space nearby."
if(OPERATIVES_KILLED)
news_message = "Repairs to [station_name()] are underway after an elite Syndicate death squad was wiped out by the crew."
if(OPERATIVE_SKIRMISH)
news_message = "A skirmish between security forces and Syndicate agents aboard [station_name()] ended with both sides bloodied but intact."
if(REVS_WIN)
news_message = "Company officials have reassured investors that despite a union led revolt aboard [station_name()] there will be no wage increases for workers."
if(REVS_LOSE)
news_message = "[station_name()] quickly put down a misguided attempt at mutiny. Remember, unionizing is illegal!"
if(WIZARD_KILLED)
news_message = "Tensions have flared with the Space Wizard Federation following the death of one of their members aboard [station_name()]."
if(STATION_NUKED)
news_message = "[station_name()] activated its self destruct device for unknown reasons. Attempts to clone the Captain so he can be arrested and executed are underway."
if(CLOCK_SUMMON)
news_message = "The garbled messages about hailing a mouse and strange energy readings from [station_name()] have been discovered to be an ill-advised, if thorough, prank by a clown."
if(CLOCK_SILICONS)
news_message = "The project started by [station_name()] to upgrade their silicon units with advanced equipment have been largely successful, though they have thus far refused to release schematics in a violation of company policy."
if(CLOCK_PROSELYTIZATION)
news_message = "The burst of energy released near [station_name()] has been confirmed as merely a test of a new weapon. However, due to an unexpected mechanical error, their communications system has been knocked offline."
if(SHUTTLE_HIJACK)
news_message = "During routine evacuation procedures, the emergency shuttle of [station_name()] had its navigation protocols corrupted and went off course, but was recovered shortly after."
if(news_message)
send2otherserver(news_source, news_message,"News_Report")
/datum/controller/subsystem/ticker/proc/GetTimeLeft()
if(isnull(SSticker.timeLeft))
return max(0, start_at - world.time)
return timeLeft
/datum/controller/subsystem/ticker/proc/SetTimeLeft(newtime)
if(newtime >= 0 && isnull(timeLeft)) //remember, negative means delayed
start_at = world.time + newtime
else
timeLeft = newtime
//Everyone who wanted to be an observer gets made one now
/datum/controller/subsystem/ticker/proc/create_observers()
for(var/mob/dead/new_player/player in GLOB.player_list)
if(player.ready == PLAYER_READY_TO_OBSERVE && player.mind)
//Break chain since this has a sleep input in it
addtimer(CALLBACK(player, /mob/dead/new_player.proc/make_me_an_observer), 1)
/datum/controller/subsystem/ticker/proc/load_mode()
var/mode = trim(file2text("data/mode.txt"))
if(mode)
GLOB.master_mode = mode
else
GLOB.master_mode = "extended"
log_game("Saved mode is '[GLOB.master_mode]'")
/datum/controller/subsystem/ticker/proc/save_mode(the_mode)
var/F = file("data/mode.txt")
fdel(F)
WRITE_FILE(F, the_mode)
/datum/controller/subsystem/ticker/proc/SetRoundEndSound(the_sound)
set waitfor = FALSE
round_end_sound_sent = FALSE
round_end_sound = fcopy_rsc(the_sound)
for(var/thing in GLOB.clients)
var/client/C = thing
if (!C)
continue
C.Export("##action=load_rsc", round_end_sound)
round_end_sound_sent = TRUE
/datum/controller/subsystem/ticker/proc/Reboot(reason, end_string, delay)
set waitfor = FALSE
if(usr && !check_rights(R_SERVER, TRUE))
return
if(!delay)
delay = CONFIG_GET(number/round_end_countdown) * 10
var/skip_delay = check_rights()
if(delay_end && !skip_delay)
to_chat(world, "<span class='boldannounce'>An admin has delayed the round end.</span>")
return
to_chat(world, "<span class='boldannounce'>Rebooting World in [DisplayTimeText(delay)]. [reason]</span>")
var/start_wait = world.time
UNTIL(round_end_sound_sent || (world.time - start_wait) > (delay * 2)) //don't wait forever
sleep(delay - (world.time - start_wait))
if(delay_end && !skip_delay)
to_chat(world, "<span class='boldannounce'>Reboot was cancelled by an admin.</span>")
return
if(end_string)
end_state = end_string
log_game("<span class='boldannounce'>Rebooting World. [reason]</span>")
world.Reboot()
/datum/controller/subsystem/ticker/Shutdown()
gather_newscaster() //called here so we ensure the log is created even upon admin reboot
save_admin_data()
if(!round_end_sound)
round_end_sound = pick(\
'sound/roundend/newroundsexy.ogg',
'sound/roundend/apcdestroyed.ogg',
'sound/roundend/bangindonk.ogg',
'sound/roundend/leavingtg.ogg',
'sound/roundend/its_only_game.ogg',
'sound/roundend/yeehaw.ogg',
'sound/roundend/disappointed.ogg'\
)
SEND_SOUND(world, sound(round_end_sound))
text2file(login_music, "data/last_round_lobby_music.txt")