#ifndef RACE_H #define RACE_H float race_spawns; float race_highest_place_spawn; // number of places; a place higher gets spawned at 0 float race_lowest_place_spawn; // where to spawn in qualifying float race_fraglimit; float race_leadlimit; float race_timelimit; .float race_place; .float race_started; .float race_completed; .float race_laptime; float race_completing; .float race_movetime; // for reading .float race_movetime_frac; // fractional accumulator for higher accuracy (helper for writing) .float race_movetime_count; // integer accumulator .float race_respawn_checkpoint; .entity race_respawn_spotref; // try THIS spawn in case you respawn // definitions for functions used outside race.qc float race_PreviousCheckpoint(float f); float race_NextCheckpoint(float f); void race_AbandonRaceCheck(entity p); void race_ImposePenaltyTime(entity pl, float penalty, string reason); void race_StartCompleting(); float race_GetFractionalLapCount(entity e); float race_readTime(string map, float pos); string race_readUID(string map, float pos); string race_readName(string map, float pos); void race_ClearRecords(); void race_SendNextCheckpoint(entity e, float spec); void race_PreparePlayer(); void race_send_recordtime(float msg); void race_send_speedaward(float msg); float speedaward_speed; string speedaward_holder; string speedaward_uid; float speedaward_alltimebest; string speedaward_alltimebest_holder; string speedaward_alltimebest_uid; void race_send_speedaward(float msg); void race_send_speedaward_alltimebest(float msg); void race_SendRankings(float pos, float prevpos, float del, float msg); void race_RetractPlayer(); #endif