#pragma once
#include <server/defs.qh>
+#include <server/g_world.qh>
#include <common/t_items.qh>
-#include "mutators/events.qh"
+#include <server/mutators/_mod.qh>
#include <common/constants.qh>
#include <common/mapinfo.qh>
#define cvar_set_normal builtin_cvar_set
.vector dropped_origin;
-.float nottargeted;
entity eliminatedPlayers;
void EliminatedPlayers_Init(float(entity) isEliminated_func);
void crosshair_trace(entity pl);
void crosshair_trace_plusvisibletriggers(entity pl);
+void WarpZone_crosshair_trace_plusvisibletriggers(entity pl);
+void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz);
void detach_sameorigin(entity e);
string formatmessage(entity this, string msg);
+/** print(), but only print if the server is not local */
+void dedicated_print(string input);
+
void GameLogEcho(string s);
void GameLogInit();
float g_pickup_weapons_anyway;
float g_weaponarena;
WepSet g_weaponarena_weapons;
-float g_weaponarena_random;
-float g_weaponarena_random_with_blaster;
+float g_weaponarena_random; // TODO
string g_weaponarena_list;
float g_weaponspeedfactor;
float g_weaponratefactor;
float start_ammo_fuel;
/// \brief Number of random start weapons to give to players.
int random_start_weapons_count;
-/// \brief Amount of shells to give with a shell-based random start weapon.
-float random_start_shells;
-/// \brief Amount of bullets to give with a bullet-based random start weapon.
-float random_start_bullets;
-/// \brief Amount of rockets to give with a rocket-based random start weapon.
-float random_start_rockets;
-/// \brief Amount of cells to give with a cell-based random start weapon.
-float random_start_cells;
-/// \brief Amount of plasma to give with a plasma-based random start weapon.
-float random_start_plasma;
+/// \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;
float sv_autotaunt;
float sv_taunt;
-string GetGametype(); // g_world.qc
void readlevelcvars()
{
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");
//#NO AUTOCVARS END
-const float INITPRIO_FIRST = 0;
-const float INITPRIO_GAMETYPE = 0;
-const float INITPRIO_GAMETYPE_FALLBACK = 1;
-const float INITPRIO_FINDTARGET = 10;
-const float INITPRIO_DROPTOFLOOR = 20;
-const float INITPRIO_SETLOCATION = 90;
-const float INITPRIO_LINKDOORS = 91;
-const float INITPRIO_LAST = 99;
+const int INITPRIO_FIRST = 0;
+const int INITPRIO_GAMETYPE = 0;
+const int INITPRIO_GAMETYPE_FALLBACK = 1;
+const int INITPRIO_FINDTARGET = 10;
+const int INITPRIO_DROPTOFLOOR = 20;
+const int INITPRIO_SETLOCATION = 90;
+const int INITPRIO_LINKDOORS = 91;
+const int INITPRIO_LAST = 99;
.void(entity this) initialize_entity;
-.float initialize_entity_order;
+.int initialize_entity_order;
.entity initialize_entity_next;
entity initialize_entity_first;
-float sound_allowed(float dest, entity e);
-void InitializeEntity(entity e, void(entity this) func, float order);
+bool sound_allowed(int dest, entity e);
+void InitializeEntity(entity e, void(entity this) func, int order);
IntrusiveList g_ctrace_changed;
STATIC_INIT(g_ctrace_changed) { g_ctrace_changed = IL_NEW(); }