float game_starttime; //point in time when the countdown to game start is over
float round_starttime; //point in time when the countdown to round start is over
int autocvar_leadlimit;
-float checkrules_overtimesadded;
+int overtimes; // overtimes added (-1 = sudden death)
+int timeout_status; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2)
// TODO: world.qh can't be included here due to circular includes!
#define autocvar_fraglimit cvar("fraglimit")
REGISTER_STAT(SECRETS_FOUND, int, secrets_found)
REGISTER_STAT(RESPAWN_TIME, float)
REGISTER_STAT(ROUNDSTARTTIME, float, round_starttime)
-REGISTER_STAT(OVERTIMESADDED, float, checkrules_overtimesadded)
+REGISTER_STAT(OVERTIMES, int, overtimes)
+REGISTER_STAT(TIMEOUT_STATUS, int, timeout_status)
REGISTER_STAT(MONSTERS_TOTAL, int)
REGISTER_STAT(MONSTERS_KILLED, int)
REGISTER_STAT(NADE_BONUS, float)
#include "physics/movetypes/movetypes.qh"
float warmup_limit;
float round_limit;
+int rounds_played;
#endif
#ifdef SVQC
REGISTER_STAT(FRAGLIMIT, float, autocvar_fraglimit)
REGISTER_STAT(TIMELIMIT, float, autocvar_timelimit)
REGISTER_STAT(WARMUP_TIMELIMIT, float, warmup_limit)
+REGISTER_STAT(ROUNDS_PLAYED, int, rounds_played)
REGISTER_STAT(ROUND_TIMELIMIT, float, round_limit)
#ifdef SVQC
float autocvar_sv_wallfriction;