#pragma once
#include <server/defs.qh>
+#include <server/g_world.qh>
#include <common/t_items.qh>
-#include "mutators/events.qh"
+#include <server/mutators/_mod.qh>
#include <common/constants.qh>
#include <common/mapinfo.qh>
#define cvar_set_normal builtin_cvar_set
.vector dropped_origin;
-.float nottargeted;
entity eliminatedPlayers;
void EliminatedPlayers_Init(float(entity) isEliminated_func);
float g_pickup_weapons_anyway;
float g_weaponarena;
WepSet g_weaponarena_weapons;
-float g_weaponarena_random;
-float g_weaponarena_random_with_blaster;
+float g_weaponarena_random; // TODO
string g_weaponarena_list;
float g_weaponspeedfactor;
float g_weaponratefactor;
float start_ammo_fuel;
/// \brief Number of random start weapons to give to players.
int random_start_weapons_count;
+/// \brief Holds a list of possible random start weapons.
+string autocvar_g_random_start_weapons;
/// \brief Entity that contains amount of ammo to give with random start
/// weapons.
entity random_start_ammo;
float sv_autotaunt;
float sv_taunt;
-string GetGametype(); // g_world.qc
void readlevelcvars()
{
if(cvar("sv_allow_fullbright"))
serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
- g_instagib = cvar("g_instagib");
-
sv_clones = cvar("sv_clones");
sv_foginterval = cvar("sv_foginterval");
g_footsteps = cvar("g_footsteps");
sv_maxidle_slots_countbots = cvar("sv_maxidle_slots_countbots");
sv_autotaunt = cvar("sv_autotaunt");
sv_taunt = cvar("sv_taunt");
+ sv_ready_restart = cvar("sv_ready_restart");
+ sv_ready_restart_after_countdown = cvar("sv_ready_restart_after_countdown");
+ sv_ready_restart_repeatable = cvar("sv_ready_restart_repeatable");
warmup_stage = cvar("g_warmup");
warmup_limit = cvar("g_warmup_limit");