#pragma once #include "../gamemode.qh" #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_ONADD { if (time > 1) // game loads at time 1 error("This is a game type and it cannot be added at runtime."); kh_Initialize(); ActivateTeamplay(); SetLimits(autocvar_g_keyhunt_point_limit, autocvar_g_keyhunt_point_leadlimit, autocvar_timelimit_override, -1); if (autocvar_g_keyhunt_team_spawns) have_team_spawns = -1; // request team spawns } MUTATOR_ONROLLBACK_OR_REMOVE { // we actually cannot roll back kh_Initialize here // BUT: we don't need to! If this gets called, adding always // succeeds. } MUTATOR_ONREMOVE { LOG_INFO("This is a game type and it cannot be removed at runtime."); return -1; } return 0; } #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: float kh_tracking_enabled; .entity kh_next; float kh_Key_AllOwnedByWhichTeam(); USING(kh_Think_t, void()); void kh_StartRound(); void kh_Controller_SetThink(float t, kh_Think_t func);