#include "t_items.qh"
#include "mutators/events.qh"
-#include "mutators/gamemode_race.qh"
#include "../common/constants.qh"
#include "../common/mapinfo.qh"
float sv_taunt;
string GetGametype(); // g_world.qc
-void mutators_add(); // mutators.qc
void readlevelcvars(void)
{
- // load mutators
- mutators_add();
-
if(cvar("sv_allow_fullbright"))
serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
g_warmup_allguns = cvar("g_warmup_allguns");
g_warmup_allow_timeout = cvar("g_warmup_allow_timeout");
- if ((g_race && g_race_qualifying == 2) || g_assault || cvar("g_campaign"))
- warmup_stage = 0; // these modes cannot work together, sorry
+ if(cvar("g_campaign"))
+ warmup_stage = 0; // no warmup during campaign
g_pickup_respawntime_weapon = cvar("g_pickup_respawntime_weapon");
g_pickup_respawntime_superweapon = cvar("g_pickup_respawntime_superweapon");
if(!g_weapon_stay)
g_weapon_stay = cvar("g_weapon_stay");
+ MUTATOR_CALLHOOK(ReadLevelCvars);
+
if (!warmup_stage)
game_starttime = time + cvar("g_start_delay");