3 #include <common/mutators/base.qh>
4 #define autocvar_g_keyhunt_point_limit cvar("g_keyhunt_point_limit")
5 int autocvar_g_keyhunt_point_leadlimit;
6 bool autocvar_g_keyhunt_team_spawns;
9 REGISTER_MUTATOR(kh, false)
14 GameRules_teams(true);
15 GameRules_spawning_teams(autocvar_g_keyhunt_team_spawns);
16 GameRules_limit_score(autocvar_g_keyhunt_point_limit);
17 GameRules_limit_lead(autocvar_g_keyhunt_point_leadlimit);
24 entity kh_worldkeylist;
25 .entity kh_worldkeynext;
27 #define FOR_EACH_KH_KEY(v) for(v = kh_worldkeylist; v; v = v.kh_worldkeynext )
29 // ALL OF THESE should be removed in the future, as other code should not have to care
32 bool kh_tracking_enabled;
35 USING(kh_Think_t, void());
37 void kh_Controller_SetThink(float t, kh_Think_t func);