#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;
+bool autocvar_g_warmup_allow_timeout;
+#define autocvar_g_weaponarena cvar_string("g_weaponarena")
+string autocvar_quit_and_redirect;
+float autocvar_quit_and_redirect_timer;
+bool autocvar_quit_when_empty;
+string autocvar_sessionid;
+bool autocvar_sv_curl_serverpackages_auto;
+bool autocvar_sv_db_saveasdump;
+bool autocvar_sv_logscores_bots;
+bool autocvar_sv_logscores_console;
+bool autocvar_sv_logscores_file;
+string autocvar_sv_logscores_filename;
+float autocvar_sv_mapchange_delay;
+float autocvar_timelimit_increment;
+float autocvar_timelimit_decrement;
+float autocvar_timelimit_min;
+float autocvar_timelimit_max;
+float autocvar_timelimit_overtime;
+int autocvar_timelimit_overtimes;
+float autocvar_timelimit_suddendeath;
+
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;
+int world_initialized;
+
string cvar_changes;
string cvar_purechanges;
float cvar_purechanges_count;
string gamemode_name;
+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);