#pragma once #include #define autocvar_g_keyhunt_point_limit cvar("g_keyhunt_point_limit") int autocvar_g_keyhunt_point_leadlimit; bool autocvar_g_keyhunt_team_spawns; void kh_Initialize(); REGISTER_MUTATOR(kh, false) { MUTATOR_STATIC(); MUTATOR_ONADD { GameRules_teams(true); GameRules_spawning_teams(autocvar_g_keyhunt_team_spawns); GameRules_limit_score(autocvar_g_keyhunt_point_limit); GameRules_limit_lead(autocvar_g_keyhunt_point_leadlimit); kh_Initialize(); } return 0; } entity kh_worldkeylist; .entity kh_worldkeynext; #define FOR_EACH_KH_KEY(v) for(v = kh_worldkeylist; v; v = v.kh_worldkeynext ) // ALL OF THESE should be removed in the future, as other code should not have to care // used by bots: bool kh_tracking_enabled; .entity kh_next; USING(kh_Think_t, void()); void kh_StartRound(); void kh_Controller_SetThink(float t, kh_Think_t func);