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1 #pragma once
2
3 #include <common/weapons/_all.qh>
4
5 float checkrules_equality;
6 float checkrules_suddendeathwarning;
7 float checkrules_suddendeathend;
8 //float checkrules_overtimesadded; //how many overtimes have been already added
9
10 // flag set on worldspawn so that the code knows if it is dedicated or not
11 bool server_is_dedicated;
12
13 string cvar_changes;
14 string cvar_purechanges;
15 float cvar_purechanges_count;
16
17 string modname;
18
19 string gamemode_name;
20
21 int fragsleft;
22 int fragsleft_last;
23
24 string clientstuff;
25
26 string matchid;
27
28 .string fog;
29
30 string redirection_target;
31
32 string cache_mutatormsg;
33 string cache_lastmutatormsg;
34
35 float default_player_alpha;
36 float default_weapon_alpha;
37
38 float g_pickup_shells_max;
39 float g_pickup_nails_max;
40 float g_pickup_rockets_max;
41 float g_pickup_cells_max;
42 float g_pickup_plasma_max;
43 float g_pickup_fuel_max;
44 float g_pickup_weapons_anyway;
45 float g_weaponarena;
46 WepSet g_weaponarena_weapons;
47 float g_weaponarena_random; // TODO
48 string g_weaponarena_list;
49
50 WepSet start_weapons;
51 WepSet start_weapons_default;
52 WepSet start_weapons_defaultmask;
53 int start_items;
54 float start_ammo_shells;
55 float start_ammo_nails;
56 float start_ammo_rockets;
57 float start_ammo_cells;
58 float start_ammo_plasma;
59 float start_ammo_fuel;
60 /// \brief Number of random start weapons to give to players.
61 int random_start_weapons_count;
62 /// \brief Holds a list of possible random start weapons.
63 string autocvar_g_random_start_weapons;
64 /// \brief Entity that contains amount of ammo to give with random start
65 /// weapons.
66 entity random_start_ammo;
67 float start_health;
68 float start_armorvalue;
69 WepSet warmup_start_weapons;
70 WepSet warmup_start_weapons_default;
71 WepSet warmup_start_weapons_defaultmask;
72 #define WARMUP_START_WEAPONS ((autocvar_g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)
73 float warmup_start_ammo_shells;
74 float warmup_start_ammo_nails;
75 float warmup_start_ammo_rockets;
76 float warmup_start_ammo_cells;
77 float warmup_start_ammo_plasma;
78 float warmup_start_ammo_fuel;
79 float warmup_start_health;
80 float warmup_start_armorvalue;
81 float g_weapon_stay;
82
83 float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done?
84
85 float g_grappling_hook;
86 float warmup_stage;
87
88 bool sv_ready_restart_after_countdown;
89
90 .void(entity this) initialize_entity;
91 .int initialize_entity_order;
92 .entity initialize_entity_next;
93 entity initialize_entity_first;
94
95 void InitializeEntitiesRun();
96
97 void InitializeEntity(entity e, void(entity this) func, int order);
98
99 // database
100 float ServerProgsDB;
101 float TemporaryDB;
102
103 .float winning;
104 const int WINNING_NO = 0; // no winner, but time limits may terminate the game
105 const int WINNING_YES = 1; // winner found
106 const int WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
107 const int WINNING_STARTSUDDENDEATHOVERTIME = 3; // no winner, enter suddendeath overtime NOW
108
109 float WinningCondition_Scores(float limit, float leadlimit);
110 void SetWinners(.float field, float value);
111 void ReadyRestart();
112
113 void DumpStats(float final);
114
115 bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance);
116
117 float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
118
119 void CheckRules_World();
120 float RedirectionThink();
121
122 void readplayerstartcvars();
123
124 void readlevelcvars();
125
126 .vector dropped_origin;
127 void droptofloor(entity this);
128
129 IntrusiveList g_moveables;
130 STATIC_INIT(g_moveables) { g_moveables = IL_NEW(); }