// Globals
-float g_footsteps, g_grappling_hook, g_instagib;
+float g_footsteps, g_grappling_hook;
float g_warmup_allguns;
float g_warmup_allow_timeout;
float warmup_stage;
void UpdateFrags(entity player, int f);
.float totalfrags;
-float team1_score, team2_score, team3_score, team4_score;
-
// flag set on worldspawn so that the code knows if it is dedicated or not
float server_is_dedicated;
string gamemode_name;
-float startitem_failed;
-
string W_Apply_Weaponreplace(string in);
void FixIntermissionClient(entity e);
// WEAPONTODO: remove this
//WepSet weaponsInMap;
-#define weapons _STAT(WEAPONS)
-
.float respawn_countdown; // next number to count
float bot_waypoints_for_items;
// WEAPONTODO
#define DMG_NOWEP (weaponentities[0])
-float lockteams;
-
float sv_maxidle;
float sv_maxidle_spectatorsareidle;
int sv_maxidle_slots;
// Nexball
float g_nexball_meter_period;
-void SUB_DontUseTargets(entity this, entity actor, entity trigger);
-void SUB_UseTargets(entity this, entity actor, entity trigger);
-
.void(entity this) reset; // if set, an entity is reset using this
.void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
.float vortex_charge;
.float vortex_charge_rottime;
.float vortex_chargepool_ammo;
+.float oknex_charge;
+.float oknex_charge_rottime;
+.float oknex_chargepool_ammo;
.int hagar_load;
.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
.float revival_time; // time at which player was last revived
.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
+.float freeze_time;
.entity iceblock;
.entity frozen_by; // for ice fields
.WepSet dual_weapons;
IntrusiveList g_monsters;
-STATIC_INIT(g_monsters) { g_monsters = IL_NEW(); }
-
IntrusiveList g_waypoints;
-STATIC_INIT(g_waypoints) { g_waypoints = IL_NEW(); }
-
IntrusiveList g_vehicles;
-STATIC_INIT(g_vehicles) { g_vehicles = IL_NEW(); }
-
IntrusiveList g_turrets;
-STATIC_INIT(g_turrets) { g_turrets = IL_NEW(); }
-
IntrusiveList g_mines;
-STATIC_INIT(g_mines) { g_mines = IL_NEW(); }
-
IntrusiveList g_projectiles;
-STATIC_INIT(g_projectiles) { g_projectiles = IL_NEW(); }
-
IntrusiveList g_items;
-STATIC_INIT(g_items) { g_items = IL_NEW(); }
-
IntrusiveList g_initforplayer;
-STATIC_INIT(g_initforplayer) { g_initforplayer = IL_NEW(); }
-
IntrusiveList g_clones;
-STATIC_INIT(g_clones) { g_clones = IL_NEW(); }
-
-IntrusiveList g_assault_destructibles;
-STATIC_INIT(g_assault_destructibles) { g_assault_destructibles = IL_NEW(); }
-
-IntrusiveList g_assault_objectivedecreasers;
-STATIC_INIT(g_assault_objectivedecreasers) { g_assault_objectivedecreasers = IL_NEW(); }
-
-IntrusiveList g_assault_objectives;
-STATIC_INIT(g_assault_objectives) { g_assault_objectives = IL_NEW(); }
-
IntrusiveList g_spawnpoints;
-STATIC_INIT(g_spawnpoints) { g_spawnpoints = IL_NEW(); }
-
IntrusiveList g_bot_targets;
-STATIC_INIT(g_bot_targets) { g_bot_targets = IL_NEW(); }
-
IntrusiveList g_bot_dodge;
-STATIC_INIT(g_bot_dodge) { g_bot_dodge = IL_NEW(); }
-
IntrusiveList g_damagedbycontents;
-STATIC_INIT(g_damagedbycontents) { g_damagedbycontents = IL_NEW(); }
-
IntrusiveList g_railgunhit;
-STATIC_INIT(g_railgunhit) { g_railgunhit = IL_NEW(); }
-
IntrusiveList g_ladders;
-STATIC_INIT(g_ladders) { g_ladders = IL_NEW(); }
-
IntrusiveList g_locations;
-STATIC_INIT(g_locations) { g_locations = IL_NEW(); }
-
IntrusiveList g_saved_team;
-STATIC_INIT(g_saved_team) { g_saved_team = IL_NEW(); }
-
IntrusiveList g_monster_targets;
-STATIC_INIT(g_monster_targets) { g_monster_targets = IL_NEW(); }
-
IntrusiveList g_pathlib_nodes;
-STATIC_INIT(g_pathlib_nodes) { g_pathlib_nodes = IL_NEW(); }
+STATIC_INIT(defs)
+{
+ g_monsters = IL_NEW();
+ g_waypoints = IL_NEW();
+ g_vehicles = IL_NEW();
+ g_turrets = IL_NEW();
+ g_mines = IL_NEW();
+ g_projectiles = IL_NEW();
+ g_items = IL_NEW();
+ g_initforplayer = IL_NEW();
+ g_clones = IL_NEW();
+ g_spawnpoints = IL_NEW();
+ g_bot_targets = IL_NEW();
+ g_bot_dodge = IL_NEW();
+ g_damagedbycontents = IL_NEW();
+ g_railgunhit = IL_NEW();
+ g_ladders = IL_NEW();
+ g_locations = IL_NEW();
+ g_saved_team = IL_NEW();
+ g_monster_targets = IL_NEW();
+ g_pathlib_nodes = IL_NEW();
+}