#include <common/weapons/_all.qh>
bool autocvar__sv_init;
+bool autocvar__endmatch;
bool autocvar_g_use_ammunition;
bool autocvar_g_jetpack;
bool autocvar_g_warmup_allguns;
string autocvar_sv_jingle_end_list;
float autocvar_sv_jingle_end_volume;
+float fragsleft;
+int fragsleft_last;
+
float checkrules_equality;
float checkrules_suddendeathwarning;
float checkrules_suddendeathend;
-//float checkrules_overtimesadded; //how many overtimes have been already added
+int checkrules_overtimesadded; //how many overtimes have been already added
// flag set on worldspawn so that the code knows if it is dedicated or not
bool server_is_dedicated;
string gamemode_name;
-int fragsleft;
-int fragsleft_last;
string record_type;
+string autocvar_sv_termsofservice_url;
+// only escape the terms of service url on map change
+string sv_termsofservice_url_escaped;
+
string clientstuff;
string matchid;
float WinningCondition_Scores(float limit, float leadlimit);
void SetWinners(.float field, float value);
-void ReadyRestart();
+void ReadyRestart(bool forceWarmupEnd);
void DumpStats(float final);
-bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance);
+bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance, bool frompos);
float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
.vector dropped_origin;
void droptofloor(entity this);
+/* z411 for RJZ */
+bool autocvar_rjz_count_shards = false;
+bool autocvar_rjz_ranks = false;
+int total_shards = 0;
+void send_TotalShards(entity to);
+void send_TotalShardsAll();
+
IntrusiveList g_moveables;
STATIC_INIT(g_moveables) { g_moveables = IL_NEW(); }