3 float checkrules_equality;
4 float checkrules_suddendeathwarning;
5 float checkrules_suddendeathend;
6 float checkrules_overtimesadded; //how many overtimes have been already added
8 // flag set on worldspawn so that the code knows if it is dedicated or not
9 bool server_is_dedicated;
15 float intermission_running;
16 float intermission_exittime;
17 float alreadychangedlevel;
19 string cache_mutatormsg;
20 string cache_lastmutatormsg;
26 const int WINNING_NO = 0; // no winner, but time limits may terminate the game
27 const int WINNING_YES = 1; // winner found
28 const int WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
29 const int WINNING_STARTSUDDENDEATHOVERTIME = 3; // no winner, enter suddendeath overtime NOW
31 float WinningCondition_Scores(float limit, float leadlimit);
32 void SetWinners(.float field, float value);
33 void IntermissionThink(entity this);
34 void GotoNextMap(float reinit);
39 void DumpStats(float final);
40 float Map_IsRecent(string m);
42 void ShuffleMaplist();
43 void Map_Goto_SetStr(string nextmapname);
44 void Map_Goto(float reinit);
45 void Map_MarkAsRecent(string m);
46 float DoNextMapOverride(float reinit);
47 void CheckRules_World();
48 float RedirectionThink();