3 #include <common/weapons/_all.qh>
5 bool autocvar__sv_init;
6 bool autocvar__endmatch;
7 bool autocvar_g_use_ammunition;
8 bool autocvar_g_jetpack;
9 bool autocvar_g_warmup_allguns;
10 bool autocvar_g_warmup_allow_timeout;
11 #define autocvar_g_weaponarena cvar_string("g_weaponarena")
12 string autocvar_quit_and_redirect;
13 float autocvar_quit_and_redirect_timer;
14 bool autocvar_quit_when_empty;
15 string autocvar_sessionid;
16 bool autocvar_sv_curl_serverpackages_auto;
17 bool autocvar_sv_db_saveasdump;
18 bool autocvar_sv_logscores_bots;
19 bool autocvar_sv_logscores_console;
20 bool autocvar_sv_logscores_file;
21 string autocvar_sv_logscores_filename;
22 float autocvar_sv_mapchange_delay;
23 float autocvar_timelimit_increment;
24 float autocvar_timelimit_decrement;
25 float autocvar_timelimit_min;
26 float autocvar_timelimit_max;
27 float autocvar_timelimit_overtime;
28 int autocvar_timelimit_overtimes;
29 float autocvar_timelimit_suddendeath;
30 bool autocvar_sv_gameplayfix_droptofloorstartsolid;
31 bool autocvar_sv_gameplayfix_droptofloorstartsolid_nudgetocorrect;
33 float checkrules_equality;
34 float checkrules_suddendeathwarning;
35 float checkrules_suddendeathend;
36 int checkrules_overtimesadded; //how many overtimes have been already added
38 // flag set on worldspawn so that the code knows if it is dedicated or not
39 bool server_is_dedicated;
41 int world_initialized;
44 string cvar_purechanges;
45 float cvar_purechanges_count;
53 string autocvar_sv_termsofservice_url;
54 // only escape the terms of service url on map change
55 string sv_termsofservice_url_escaped;
63 string redirection_target;
65 string cache_mutatormsg;
66 string cache_lastmutatormsg;
68 float default_player_alpha;
69 float default_weapon_alpha;
71 float g_pickup_shells_max;
72 float g_pickup_nails_max;
73 float g_pickup_rockets_max;
74 float g_pickup_cells_max;
75 float g_pickup_plasma_max;
76 float g_pickup_fuel_max;
77 float g_pickup_weapons_anyway;
79 WepSet g_weaponarena_weapons;
80 float g_weaponarena_random; // TODO
81 string g_weaponarena_list;
84 WepSet start_weapons_default;
85 WepSet start_weapons_defaultmask;
87 float start_ammo_shells;
88 float start_ammo_nails;
89 float start_ammo_rockets;
90 float start_ammo_cells;
91 float start_ammo_plasma;
92 float start_ammo_fuel;
93 /// \brief Number of random start weapons to give to players.
94 int random_start_weapons_count;
95 /// \brief Holds a list of possible random start weapons.
96 string autocvar_g_random_start_weapons;
97 /// \brief Entity that contains amount of ammo to give with random start
99 entity random_start_ammo;
101 float start_armorvalue;
102 WepSet warmup_start_weapons;
103 WepSet warmup_start_weapons_default;
104 WepSet warmup_start_weapons_defaultmask;
105 #define WARMUP_START_WEAPONS ((autocvar_g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)
106 float warmup_start_ammo_shells;
107 float warmup_start_ammo_nails;
108 float warmup_start_ammo_rockets;
109 float warmup_start_ammo_cells;
110 float warmup_start_ammo_plasma;
111 float warmup_start_ammo_fuel;
112 float warmup_start_health;
113 float warmup_start_armorvalue;
116 float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done?
118 float g_grappling_hook;
121 bool sv_ready_restart_after_countdown;
123 .void(entity this) initialize_entity;
124 .int initialize_entity_order;
125 .entity initialize_entity_next;
126 entity initialize_entity_first;
128 void InitializeEntitiesRun();
130 void InitializeEntity(entity e, void(entity this) func, int order);
137 const int WINNING_NO = 0; // no winner, but time limits may terminate the game
138 const int WINNING_YES = 1; // winner found
139 const int WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
140 const int WINNING_STARTSUDDENDEATHOVERTIME = 3; // no winner, enter suddendeath overtime NOW
142 float WinningCondition_Scores(float limit, float leadlimit);
143 void SetWinners(.float field, float value);
144 void ReadyRestart(bool forceWarmupEnd);
146 void DumpStats(float final);
148 bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance, bool frompos);
150 float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
152 void CheckRules_World();
153 float RedirectionThink();
155 // quake 3 music compatibility
159 void readplayerstartcvars();
161 void readlevelcvars();
163 .vector dropped_origin;
164 void droptofloor(entity this);
166 IntrusiveList g_moveables;
167 STATIC_INIT(g_moveables) { g_moveables = IL_NEW(); }
169 bool observe_blocked_if_eliminated = false; // forbids eliminated players from observing