bool autocvar__endmatch;
bool autocvar_g_use_ammunition;
bool autocvar_g_jetpack;
+int autocvar_g_warmup;
bool autocvar_g_warmup_allguns;
bool autocvar_g_warmup_allow_timeout;
#define autocvar_g_weaponarena cvar_string("g_weaponarena")
float autocvar_timelimit_overtime;
int autocvar_timelimit_overtimes;
float autocvar_timelimit_suddendeath;
-bool autocvar_sv_gameplayfix_droptofloorstartsolid;
+
+bool autocvar_sv_mapformat_is_quake3;
+bool autocvar_sv_mapformat_is_quake2;
float checkrules_equality;
float checkrules_suddendeathwarning;
void CheckRules_World();
float RedirectionThink();
+// quake 3 music compatibility
+.string music;
+.string noise;
+
void readplayerstartcvars();
void readlevelcvars();
IntrusiveList g_moveables;
STATIC_INIT(g_moveables) { g_moveables = IL_NEW(); }
+
+bool observe_blocked_if_eliminated = false; // forbids eliminated players from observing