#ifdef SVQC
#include <server/client.qh>
+#include <server/compat/quake3.qh>
#include <server/main.qh>
#include <common/gamemodes/sv_rules.qh>
#include <common/mapobjects/teleporters.qh>
REGISTER_STAT(PL_MAX, vector)
REGISTER_STAT(PL_CROUCH_MAX, vector)
-REGISTER_STAT(KH_KEYS, int)
+// networked bitflag for game objective display (modicons)
+REGISTER_STAT(OBJECTIVE_STATUS, int)
+#ifdef SVQC
+SPECTATE_COPYFIELD(_STAT(OBJECTIVE_STATUS))
+#endif
#ifdef SVQC
float W_WeaponRateFactor(entity this);
float game_stopped;
float game_starttime; //point in time when the countdown to game start is over
float round_starttime; //point in time when the countdown to round start is over
-bool autocvar_g_allow_oldvortexbeam;
+float overtime_starttime; // z411 point in time where first overtime started
+
+float checkrules_overtimesadded; // z411 add
+float timeout_last;
+float timeout_total_time;
+bool game_timeout;
+
int autocvar_leadlimit;
// TODO: world.qh can't be included here due to circular includes!
#define autocvar_fraglimit cvar("fraglimit")
#endif
REGISTER_STAT(WEAPONRATEFACTOR, float, W_WeaponRateFactor(this))
REGISTER_STAT(GAME_STOPPED, int, game_stopped)
+
+REGISTER_STAT(TIMEOUT_LAST, float, timeout_last)
+
REGISTER_STAT(GAMESTARTTIME, float, game_starttime)
-REGISTER_STAT(STRENGTH_FINISHED, float)
-REGISTER_STAT(INVINCIBLE_FINISHED, float)
/** arc heat in [0,1] */
REGISTER_STAT(PRESSED_KEYS, int)
-/** this stat could later contain some other bits of info, like, more server-side particle config */
-REGISTER_STAT(ALLOW_OLDVORTEXBEAM, bool, autocvar_g_allow_oldvortexbeam)
REGISTER_STAT(FUEL, int)
-REGISTER_STAT(NB_METERSTART, float)
/** compressShotOrigin */
REGISTER_STAT(SHOTORG, int)
REGISTER_STAT(LEADLIMIT, float, autocvar_leadlimit)
REGISTER_STAT(LAST_PICKUP, float)
REGISTER_STAT(HUD, int)
REGISTER_STAT(HIT_TIME, float)
-REGISTER_STAT(DAMAGE_DEALT_TOTAL, int)
+REGISTER_STAT(HITSOUND_DAMAGE_DEALT_TOTAL, int)
REGISTER_STAT(TYPEHIT_TIME, float)
-REGISTER_STAT(SUPERWEAPONS_FINISHED, float)
REGISTER_STAT(AIR_FINISHED, float)
REGISTER_STAT(VEHICLESTAT_HEALTH, int)
REGISTER_STAT(VEHICLESTAT_SHIELD, int)
REGISTER_STAT(VEHICLESTAT_RELOAD2, int)
REGISTER_STAT(VEHICLESTAT_W2MODE, int)
REGISTER_STAT(NADE_TIMER, float)
-REGISTER_STAT(SECRETS_TOTAL, int, secrets_total)
-REGISTER_STAT(SECRETS_FOUND, int, secrets_found)
+//REGISTER_STAT(SECRETS_TOTAL, int, secrets_total)
+//REGISTER_STAT(SECRETS_FOUND, int, secrets_found)
REGISTER_STAT(RESPAWN_TIME, float)
REGISTER_STAT(ROUNDSTARTTIME, float, round_starttime)
-REGISTER_STAT(MONSTERS_TOTAL, int)
-REGISTER_STAT(MONSTERS_KILLED, int)
-REGISTER_STAT(BUFFS, int)
+REGISTER_STAT(OVERTIMESTARTTIME, float, overtime_starttime)
+REGISTER_STAT(OVERTIMESADDED, float, checkrules_overtimesadded)
+//REGISTER_STAT(MONSTERS_TOTAL, int)
+//REGISTER_STAT(MONSTERS_KILLED, int)
REGISTER_STAT(NADE_BONUS, float)
REGISTER_STAT(NADE_BONUS_TYPE, int)
REGISTER_STAT(NADE_BONUS_SCORE, float)
REGISTER_STAT(FROZEN, int)
REGISTER_STAT(REVIVE_PROGRESS, float)
REGISTER_STAT(ROUNDLOST, int)
-REGISTER_STAT(BUFF_TIME, float)
-REGISTER_STAT(CTF_FLAGSTATUS, int)
REGISTER_STAT(CAPTURE_PROGRESS, float)
REGISTER_STAT(ENTRAP_ORB, float)
REGISTER_STAT(ENTRAP_ORB_ALPHA, float)
REGISTER_STAT(KILL_TIME, float)
REGISTER_STAT(VEIL_ORB, float)
REGISTER_STAT(VEIL_ORB_ALPHA, float)
-
#ifdef SVQC
float autocvar_sv_showfps = 0;
#endif
float g_bugrigs_speed_pow;
float g_bugrigs_steer;
#endif
+#if 0
REGISTER_STAT(BUGRIGS, int, g_bugrigs)
REGISTER_STAT(BUGRIGS_ACCEL, float, g_bugrigs_accel)
REGISTER_STAT(BUGRIGS_AIR_STEERING, int, g_bugrigs_air_steering)
REGISTER_STAT(BUGRIGS_SPEED_POW, float, g_bugrigs_speed_pow)
REGISTER_STAT(BUGRIGS_SPEED_REF, float, g_bugrigs_speed_ref)
REGISTER_STAT(BUGRIGS_STEER, float, g_bugrigs_steer)
+#endif
#ifdef SVQC
int autocvar_sv_gameplayfix_downtracesupportsongroundflag = 1;
REGISTER_STAT(DOM_PPS_YELLOW, float)
REGISTER_STAT(DOM_PPS_PINK, float)
+// nexball
+REGISTER_STAT(NB_METERSTART, float)
+
#ifdef SVQC
float autocvar_g_teleport_maxspeed;
#endif
#endif
REGISTER_STAT(SLICK_APPLYGRAVITY, bool, autocvar_sv_slick_applygravity)
-#ifdef SVQC
-bool autocvar_sv_q3defragcompat;
-#endif
-REGISTER_STAT(Q3DEFRAGCOMPAT, bool, autocvar_sv_q3defragcompat)
+REGISTER_STAT(Q3COMPAT, int, q3compat)
#ifdef SVQC
#include "physics/movetypes/movetypes.qh"
REGISTER_STAT(MOVEVARS_STEPHEIGHT, float, autocvar_sv_stepheight)
REGISTER_STAT(MOVEVARS_AIRACCEL_QW, float)
REGISTER_STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, float)
-REGISTER_STAT(MOVEVARS_SPECIALCOMMAND, bool)
#ifdef SVQC
int autocvar_sv_wallclip;
#endif
#ifdef SVQC
SPECTATE_COPYFIELD(_STAT(GUNALIGN))
#endif
+
+REGISTER_STAT(MMM_ROUNDTIMER, float) //LegendGuard adds MMM_ROUNDTIMER for MMM 20-02-2021