+/*
+==================
+CL_Reconnect_f
+
+This command causes the client to wait for the signon messages again.
+This is sent just before a server changes levels
+==================
+*/
+void CL_Reconnect_f(cmd_state_t *cmd)
+{
+ char temp[128];
+ // if not connected, reconnect to the most recent server
+ if (!cls.netcon)
+ {
+ // if we have connected to a server recently, the userinfo
+ // will still contain its IP address, so get the address...
+ InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
+ if (temp[0])
+ CL_EstablishConnection(temp, -1);
+ else
+ Con_Printf("Reconnect to what server? (you have not connected to a server yet)\n");
+ return;
+ }
+ // if connected, do something based on protocol
+ if (cls.protocol == PROTOCOL_QUAKEWORLD)
+ {
+ // quakeworld can just re-login
+ if (cls.qw_downloadmemory) // don't change when downloading
+ return;
+
+ S_StopAllSounds();
+
+ if (cls.state == ca_connected)
+ {
+ Con_Printf("Server is changing level...\n");
+ MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
+ MSG_WriteString(&cls.netcon->message, "new");
+ }
+ }
+ else
+ {
+ // netquake uses reconnect on level changes (silly)
+ if (Cmd_Argc(cmd) != 1)
+ {
+ Con_Print("reconnect : wait for signon messages again\n");
+ return;
+ }
+ if (!cls.signon)
+ {
+ Con_Print("reconnect: no signon, ignoring reconnect\n");
+ return;
+ }
+ cls.signon = 0; // need new connection messages
+ }
+}
+
+/*
+=====================
+CL_Connect_f
+
+User command to connect to server
+=====================
+*/
+static void CL_Connect_f(cmd_state_t *cmd)
+{
+ if (Cmd_Argc(cmd) < 2)
+ {
+ Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
+ return;
+ }
+ // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
+ if(rcon_secure.integer <= 0)
+ Cvar_SetQuick(&rcon_password, "");
+ CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
+}
+