#pragma once
+#include <server/defs.qh>
+
#include <common/t_items.qh>
#include "mutators/events.qh"
#define cvar_set_normal builtin_cvar_set
.vector dropped_origin;
-.float nottargeted;
entity eliminatedPlayers;
void EliminatedPlayers_Init(float(entity) isEliminated_func);
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, 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();
float start_ammo_cells;
float start_ammo_plasma;
float start_ammo_fuel;
+/// \brief Number of random start weapons to give to players.
+int random_start_weapons_count;
+/// \brief Holds a list of possible random start weapons.
+string autocvar_g_random_start_weapons;
+/// \brief Entity that contains amount of ammo to give with random start
+/// weapons.
+entity random_start_ammo;
float start_health;
float start_armorvalue;
WepSet warmup_start_weapons;
if(cvar("sv_allow_fullbright"))
serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
- g_instagib = cvar("g_instagib");
-
sv_clones = cvar("sv_clones");
sv_foginterval = cvar("sv_foginterval");
g_footsteps = cvar("g_footsteps");
sv_maxidle_slots_countbots = cvar("sv_maxidle_slots_countbots");
sv_autotaunt = cvar("sv_autotaunt");
sv_taunt = cvar("sv_taunt");
+ sv_ready_restart = cvar("sv_ready_restart");
+ sv_ready_restart_after_countdown = cvar("sv_ready_restart_after_countdown");
+ sv_ready_restart_repeatable = cvar("sv_ready_restart_repeatable");
warmup_stage = cvar("g_warmup");
warmup_limit = cvar("g_warmup_limit");
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();
}