#define FOR_EACH_SPEC(v) FOR_EACH_CLIENT(v) if not(IS_PLAYER(v)) // Samual: shouldn't this be IS_SPEC(v)? and rather create a separate macro to include observers too
#define FOR_EACH_REALPLAYER(v) FOR_EACH_REALCLIENT(v) if(IS_PLAYER(v))
+#define FOR_EACH_MONSTER(v) for(v = world; (v = findflags(v, flags, FL_MONSTER)) != world; )
+
#define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
// copies a string to a tempstring (so one can strunzone it)
void readlevelcvars(void)
{
g_minstagib = cvar("g_minstagib");
+
+ monster_skill = cvar("g_monsters_skill");
// load ALL the mutators
if(cvar("g_dodging"))
g_warmup_allguns = cvar("g_warmup_allguns");
g_warmup_allow_timeout = cvar("g_warmup_allow_timeout");
- if ((g_race && g_race_qualifying == 2) || g_runematch || g_arena || g_assault || cvar("g_campaign"))
+ if ((g_race && g_race_qualifying == 2) || g_arena || g_assault || cvar("g_campaign"))
inWarmupStage = 0; // these modes cannot work together, sorry
g_pickup_respawntime_weapon = cvar("g_pickup_respawntime_weapon");
{
// gamemode related things
precache_model ("models/misc/chatbubble.spr");
- if (g_runematch)
- {
- precache_model ("models/runematch/curse.mdl");
- precache_model ("models/runematch/rune.mdl");
- }
#ifdef TTURRETS_ENABLED
if (autocvar_g_turrets)