3 #include "../gamemode.qh"
5 #define autocvar_g_keyhunt_point_limit cvar("g_keyhunt_point_limit")
6 int autocvar_g_keyhunt_point_leadlimit;
7 bool autocvar_g_keyhunt_team_spawns;
10 REGISTER_MUTATOR(kh, false)
17 GameRules_teams(true);
18 GameRules_limit_score(autocvar_g_keyhunt_point_limit);
19 GameRules_limit_lead(autocvar_g_keyhunt_point_leadlimit);
20 GameRules_spawning_teams(autocvar_g_keyhunt_team_spawns);
25 #define FOR_EACH_KH_KEY(v) for(v = kh_worldkeylist; v; v = v.kh_worldkeynext )
27 // ALL OF THESE should be removed in the future, as other code should not have to care
30 bool kh_tracking_enabled;
33 USING(kh_Think_t, void());
35 void kh_Controller_SetThink(float t, kh_Think_t func);