#include "../common/teams.qh"
#include "../common/util.qh"
#include "../common/monsters/sv_monsters.qh"
+ #include "../common/vehicles/vehicles.qh"
#include "../common/weapons/weapons.qh"
#include "weapons/weaponstats.qh"
#include "autocvars.qh"
// 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");
// needs to be done so early because of the constants they create
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ CALL_ACCUMULATED_FUNCTION(RegisterVehicles);
CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
// needs to be done so early because of the constants they create
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
+ CALL_ACCUMULATED_FUNCTION(RegisterVehicles);
CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);