+#include "g_world.qh"
+
+#include "../common/buffs.qh"
+
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../dpdefs/progsdefs.qh"
- #include "../dpdefs/dpextensions.qh"
#include "../common/constants.qh"
#include "../common/stats.qh"
#include "../common/teams.qh"
vector o, v;
float i;
- for(0;;)
+ for (;;)
{
o = world.mins;
o.x += random() * (world.maxs.x - world.mins.x);
addstat(STAT_VORTEX_CHARGEPOOL, AS_FLOAT, vortex_chargepool_ammo);
addstat(STAT_HAGAR_LOAD, AS_INT, hagar_load);
-
+
addstat(STAT_ARC_HEAT, AS_FLOAT, arc_heat_percent);
// freeze attacks
string m;
m = GameTypeVote_MapInfo_FixName(autocvar_nextmap);
cvar_set("nextmap",m);
-
+
if(!m || gametypevote)
return false;
if(autocvar_sv_vote_gametype)
Map_Goto_SetStr(m);
return false;
}
-
+
if(MapInfo_CheckMap(m))
{
Map_Goto_SetStr(m);
// (div0: and that in CheckRules_World please)
}
-float checkrules_equality;
-float checkrules_suddendeathwarning;
-float checkrules_suddendeathend;
-float checkrules_overtimesadded; //how many overtimes have been already added
-
-const float WINNING_NO = 0; // no winner, but time limits may terminate the game
-const float WINNING_YES = 1; // winner found
-const float WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
-const float WINNING_STARTSUDDENDEATHOVERTIME = 3; // no winner, enter suddendeath overtime NOW
float InitiateSuddenDeath()
{