#pragma once
+#include <server/defs.qh>
+
#include <common/t_items.qh>
#include "mutators/events.qh"
entity eliminatedPlayers;
void EliminatedPlayers_Init(float(entity) isEliminated_func);
-string admin_name();
-
void write_recordmarker(entity pl, float tstart, float dt);
void play2all(string samp);
void play2team(float t, string filename);
-void GetCvars_handleFloat(entity this, string thisname, float f, .float field, string name);
+void GetCvars_handleFloat(entity this, entity store, string thisname, float f, .float field, string name);
-float spamsound(entity e, float chan, string samp, float vol, float _atten);
+float spamsound(entity e, float chan, Sound samp, float vol, float _atten);
-void GetCvars_handleString(entity this, string thisname, float f, .string field, string name);
+void GetCvars_handleString(entity this, entity store, string thisname, float f, .string field, string name);
void precache_all_playermodels(string pattern);
void GameLogClose();
-void GetCvars(entity this, float f);
+void GetCvars(entity this, entity store, int f);
string GetMapname();
void play2(entity e, string filename);
-string playername(entity p);
+string playername(entity p, bool team_colorize);
void precache();
//#NO AUTOCVARS START
-float g_pickup_shells;
float g_pickup_shells_max;
-float g_pickup_nails;
float g_pickup_nails_max;
-float g_pickup_rockets;
float g_pickup_rockets_max;
-float g_pickup_cells;
float g_pickup_cells_max;
-float g_pickup_plasma;
float g_pickup_plasma_max;
-float g_pickup_fuel;
-float g_pickup_fuel_jetpack;
float g_pickup_fuel_max;
-float g_pickup_armorsmall;
-float g_pickup_armorsmall_max;
-float g_pickup_armormedium;
-float g_pickup_armormedium_max;
-float g_pickup_armorbig;
-float g_pickup_armorbig_max;
-float g_pickup_armormega;
-float g_pickup_armormega_max;
-float g_pickup_healthsmall;
-float g_pickup_healthsmall_max;
-float g_pickup_healthmedium;
-float g_pickup_healthmedium_max;
-float g_pickup_healthbig;
-float g_pickup_healthbig_max;
-float g_pickup_healthmega;
-float g_pickup_healthmega_max;
float g_pickup_weapons_anyway;
float g_weaponarena;
WepSet g_weaponarena_weapons;
if (!warmup_stage)
game_starttime = time + cvar("g_start_delay");
- FOREACH(Weapons, it != WEP_Null, LAMBDA(it.wr_init(it)));
+ FOREACH(Weapons, it != WEP_Null, { it.wr_init(it); });
readplayerstartcvars();
}
float sound_allowed(float dest, entity e);
void InitializeEntity(entity e, void(entity this) func, float order);
+
+IntrusiveList g_ctrace_changed;
+STATIC_INIT(g_ctrace_changed) { g_ctrace_changed = IL_NEW(); }