#include "g_hook.qh"
#include "ipban.qh"
#include "mapvoting.qh"
-#include "mutators/_mod.qh"
+#include <server/mutators/_mod.qh>
#include "race.qh"
#include "scores.qh"
+#include "scores_rules.qh"
#include "teamplay.qh"
#include "weapons/weaponstats.qh"
#include "../common/constants.qh"
#include <common/net_linked.qh>
#include "../common/deathtypes/all.qh"
+#include "../common/gamemodes/sv_rules.qh"
#include "../common/mapinfo.qh"
#include "../common/monsters/_mod.qh"
#include "../common/monsters/sv_monsters.qh"
string redirection_target;
float world_initialized;
-string GetGametype();
-void ShuffleMaplist();
-
void SetDefaultAlpha()
{
if (!MUTATOR_CALLHOOK(SetDefaultAlpha))
BADCVAR("g_dm");
BADCVAR("g_domination");
BADCVAR("g_domination_default_teams");
+ BADCVAR("g_duel");
BADCVAR("g_freezetag");
BADCVAR("g_freezetag_teams");
BADCVAR("g_invasion_teams");
BADCVAR("sv_stepheight");
BADCVAR("sv_timeout");
BADCVAR("sv_weapons_modeloverride");
+ BADCVAR("w_prop_interval");
BADPREFIX("crypto_");
BADPREFIX("gameversion_");
BADPREFIX("g_chat_");
BADPREFIX("g_ctf_captimerecord_");
+ BADPREFIX("g_hats_");
BADPREFIX("g_maplist_");
BADPREFIX("g_mod_");
BADPREFIX("g_respawn_");
void Map_MarkAsRecent(string m);
float world_already_spawned;
-void Nagger_Init();
-void ClientInit_Spawn();
-void WeaponStats_Init();
-void WeaponStats_Shutdown();
spawnfunc(worldspawn)
{
server_is_dedicated = boolean(stof(cvar_defstring("is_dedicated")));
// return codes of map selectors:
// -1 = temporary failure (that is, try some method that is guaranteed to succeed)
// -2 = permanent failure
-float() MaplistMethod_Iterate = // usual method
+float MaplistMethod_Iterate() // usual method
{
float pass, i;
return -1;
}
-float() MaplistMethod_Repeat = // fallback method
+float MaplistMethod_Repeat() // fallback method
{
LOG_TRACE("Trying MaplistMethod_Repeat");
return -2;
}
-float() MaplistMethod_Random = // random map selection
+float MaplistMethod_Random() // random map selection
{
float i, imax;
return -1;
}
-float(float exponent) MaplistMethod_Shuffle = // more clever shuffling
+float MaplistMethod_Shuffle(float exponent) // more clever shuffling
// the exponent sets a bias on the map selection:
// the higher the exponent, the less likely "shortly repeated" same maps are
{
if(!e.autoscreenshot) // initial call
{
e.autoscreenshot = time + 0.8; // used for autoscreenshot
- e.health = -2342;
+ SetResourceAmountExplicit(e, RESOURCE_HEALTH, -2342);
// first intermission phase; voting phase has positive health (used to decide whether to send SVC_FINALE or not)
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
// - for this timelimit_overtime needs to be >0 of course
// - also check the winning condition calculated in the previous frame and only add normal overtime
// again, if at the point at which timelimit would be extended again, still no winner was found
- if (!autocvar_g_campaign && (checkrules_overtimesadded >= 0) && (checkrules_overtimesadded < autocvar_timelimit_overtimes || autocvar_timelimit_overtimes < 0) && autocvar_timelimit_overtime && !(g_race && !g_race_qualifying))
+ if (!autocvar_g_campaign && checkrules_overtimesadded >= 0
+ && (checkrules_overtimesadded < autocvar_timelimit_overtimes || autocvar_timelimit_overtimes < 0)
+ && autocvar_timelimit_overtime && !(g_race && !g_race_qualifying))
{
return 1; // need to call InitiateOvertime later
}
{
++checkrules_overtimesadded;
//add one more overtime by simply extending the timelimit
- float tl;
- tl = autocvar_timelimit;
- tl += autocvar_timelimit_overtime;
- cvar_set("timelimit", ftos(tl));
-
+ cvar_set("timelimit", ftos(autocvar_timelimit + autocvar_timelimit_overtime));
Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_OVERTIME_TIME, autocvar_timelimit_overtime * 60);
}
{
Team_SetTeamScore(Team_GetTeamFromIndex(i), 0);
}
-
+
FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it),
{
if (Team_IsValidTeam(it.team))
return true;
}
-void TargetMusic_RestoreGame();
void RestoreGame()
{
// Loaded from a save game