pingplreport.nextthink = time;
}
-float SPAWNFLAG_NO_WAYPOINTS_FOR_ITEMS = 1;
+const float SPAWNFLAG_NO_WAYPOINTS_FOR_ITEMS = 1;
string redirection_target;
float world_initialized;
BADCVAR("sv_vote_master_commands");
BADCVAR("sv_vote_master_password");
BADCVAR("sv_vote_simple_majority_factor");
- BADCVAR("sys_ticrate");
BADCVAR("teamplay_mode");
BADCVAR("timelimit_override");
BADCVAR("g_spawnshieldtime");
WeaponStats_Init();
- WEPSET_ADDSTAT();
+ WepSet_AddStat();
addstat(STAT_SWITCHWEAPON, AS_INT, switchweapon);
addstat(STAT_SWITCHINGWEAPON, AS_INT, switchingweapon);
addstat(STAT_GAMESTARTTIME, AS_FLOAT, stat_game_starttime);
float checkrules_suddendeathend;
float checkrules_overtimesadded; //how many overtimes have been already added
-float WINNING_NO = 0; // no winner, but time limits may terminate the game
-float WINNING_YES = 1; // winner found
-float WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
-float WINNING_STARTSUDDENDEATHOVERTIME = 3; // no winner, enter suddendeath overtime NOW
+const float WINNING_NO = 0; // no winner, but time limits may terminate the game
+const float WINNING_YES = 1; // winner found
+const float WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
+const float WINNING_STARTSUDDENDEATHOVERTIME = 3; // no winner, enter suddendeath overtime NOW
float InitiateSuddenDeath()
{
float i;
if(sf & 1)
- sf &~= 2; // if we send 1, we don't need to also send 2
+ sf &= ~2; // if we send 1, we don't need to also send 2
WriteByte(MSG_ENTITY, ENT_CLIENT_MAPVOTE);
WriteByte(MSG_ENTITY, sf);