.float latency_time;
entity pingplreport;
void PingPLReport_Think()
-{
+{SELFPARAM();
float delta;
entity e;
}
void GotoFirstMap()
-{
+{SELFPARAM();
float n;
if(autocvar__sv_init)
{
entity randomseed;
float RandomSeed_Send(entity to, int sf)
-{
+{SELFPARAM();
WriteByte(MSG_ENTITY, ENT_CLIENT_RANDOMSEED);
WriteShort(MSG_ENTITY, self.cnt);
return true;
}
void RandomSeed_Think()
-{
+{SELFPARAM();
self.cnt = bound(0, floor(random() * 65536), 65535);
self.nextthink = time + 5;
self.SendFlags |= 1;
}
void RandomSeed_Spawn()
-{
+{SELFPARAM();
randomseed = spawn();
randomseed.think = RandomSeed_Think;
Net_LinkEntity(randomseed, false, 0, RandomSeed_Send);
}
void spawnfunc___init_dedicated_server(void)
-{
+{SELFPARAM();
// handler for _init/_init map (only for dedicated server initialization)
world_initialized = -1; // don't complain
void WeaponStats_Shutdown();
void Physics_AddStats();
void spawnfunc_worldspawn (void)
-{
+{SELFPARAM();
float fd, l, j, n;
string s;
}
void spawnfunc_light (void)
-{
+{SELFPARAM();
//makestatic (self); // Who the f___ did that?
remove(self);
}
*/
.float autoscreenshot;
void IntermissionThink()
-{
+{SELFPARAM();
FixIntermissionClient(self);
float server_screenshot = (autocvar_sv_autoscreenshot && self.cvar_cl_autoscreenshot);
============
*/
void CheckRules_Player()
-{
+{SELFPARAM();
if (gameover) // someone else quit the game already
return;
// they win. Otherwise the defending team wins once the timelimit passes.
void assault_new_round();
float WinningCondition_Assault()
-{
+{SELFPARAM();
float status;
WinningConditionHelper(); // set worldstatus
void EndFrame()
-{
+{SELFPARAM();
anticheat_endframe();
float altime;
float redirection_timeout;
float redirection_nextthink;
float RedirectionThink()
-{
+{SELFPARAM();
float clients_found;
if(redirection_target == "")