self.classname = "worldspawn"; // safeguard against various stuff ;)
// needs to be done so early because of the constants they create
- RegisterWeapons();
- RegisterGametypes();
+ CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
DecNotifs();
void Map_MarkAsRecent(string m);
float world_already_spawned;
-void RegisterWeapons();
-void DecNotifs();
void Nagger_Init();
void ClientInit_Spawn();
void WeaponStats_Init();
}
// needs to be done so early because of the constants they create
- RegisterWeapons();
- RegisterGametypes();
- DecNotifs();
+ CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
+ CALL_ACCUMULATED_FUNCTION(DecNotifs);
ServerProgsDB = db_load(strcat("server.db", autocvar_sessionid));