#include "ipban.qh"
#include "race.qh"
#include "antilag.qh"
- #include "secret.qh"
#endif
const float LATENCY_THINKRATE = 10;
// does nothing visible
BADCVAR("captureleadlimit_override");
BADCVAR("g_balance_kill_delay");
+ BADCVAR("g_ca_point_limit");
BADCVAR("g_ca_point_leadlimit");
BADCVAR("g_ctf_captimerecord_always");
BADCVAR("g_ctf_flag_glowtrails");
BADCVAR("g_ctf_flag_pickup_verbosename");
BADCVAR("g_domination_point_leadlimit");
BADCVAR("g_forced_respawn");
+ BADCVAR("g_freezetag_point_limit");
+ BADCVAR("g_freezetag_point_leadlimit");
BADCVAR("g_keyhunt_point_leadlimit");
BADPREFIX("g_mod_");
+ BADCVAR("g_invasion_point_limit");
BADCVAR("g_nexball_goalleadlimit");
+ BADCVAR("g_tdm_point_limit");
+ BADCVAR("g_tdm_point_leadlimit");
BADCVAR("leadlimit_and_fraglimit");
BADCVAR("leadlimit_override");
BADCVAR("pausable");
}
entity randomseed;
-float RandomSeed_Send(entity to, float sf)
+float RandomSeed_Send(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_RANDOMSEED);
WriteShort(MSG_ENTITY, self.cnt);
void ClientInit_Spawn();
void WeaponStats_Init();
void WeaponStats_Shutdown();
+void Physics_AddStats();
void spawnfunc_worldspawn (void)
{
float fd, l, i, j, n;
// character set: ASCII 33-126 without the following characters: : ; ' " \ $
if(autocvar_sv_eventlog)
{
- s = sprintf("%d.%s.%06d", ftos(autocvar_sv_eventlog_files_counter), strftime(false, "%s"), floor(random() * 1000000));
+ s = sprintf("%d.%s.%06d", itos(autocvar_sv_eventlog_files_counter), strftime(false, "%s"), floor(random() * 1000000));
matchid = strzone(s);
GameLogEcho(strcat(":gamestart:", GetGametype(), "_", GetMapname(), ":", s));
addstat(STAT_FROZEN, AS_INT, frozen);
addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, revive_progress);
- // g_movementspeed hack
- addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
- addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
- addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
- addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
+ // physics
+ Physics_AddStats();
// secrets
addstat(STAT_SECRETS_TOTAL, AS_FLOAT, stat_secrets_total);
if(have_team_spawns <= 0)
return WINNING_NO;
- if(autocvar_g_spawn_useallspawns <= 0)
+ if(!autocvar_g_spawn_useallspawns)
return WINNING_NO;
if(!some_spawn_has_been_used)