3 float checkrules_equality;
4 float checkrules_suddendeathwarning;
5 float checkrules_suddendeathend;
6 float checkrules_overtimesadded; //how many overtimes have been already added
8 // flag set on worldspawn so that the code knows if it is dedicated or not
9 bool server_is_dedicated;
12 string cvar_purechanges;
13 float cvar_purechanges_count;
25 float intermission_running;
26 float intermission_exittime;
27 float alreadychangedlevel;
29 string cache_mutatormsg;
30 string cache_lastmutatormsg;
32 float default_player_alpha;
33 float default_weapon_alpha;
40 const int WINNING_NO = 0; // no winner, but time limits may terminate the game
41 const int WINNING_YES = 1; // winner found
42 const int WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
43 const int WINNING_STARTSUDDENDEATHOVERTIME = 3; // no winner, enter suddendeath overtime NOW
45 float WinningCondition_Scores(float limit, float leadlimit);
46 void SetWinners(.float field, float value);
47 void IntermissionThink(entity this);
48 void GotoNextMap(float reinit);
53 void DumpStats(float final);
54 float Map_IsRecent(string m);
56 void ShuffleMaplist();
57 void Map_Goto_SetStr(string nextmapname);
58 void Map_Goto(float reinit);
59 void Map_MarkAsRecent(string m);
60 float DoNextMapOverride(float reinit);
61 void CheckRules_World();
62 float RedirectionThink();