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1 #pragma once
2
3 // spawnpoint prios
4 const int SPAWN_PRIO_NEAR_TEAMMATE_FOUND = 200;
5 const int SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM = 100;
6 const int SPAWN_PRIO_RACE_PREVIOUS_SPAWN = 50;
7 const int SPAWN_PRIO_GOOD_DISTANCE = 10;
8
9 bool some_spawn_has_been_used;
10 int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
11 int have_team_spawns_forteams; // if Xth bit is 1 then team X has spawns else it has no spawns; team 0 is the "no-team"
12
13 .vector spawnpoint_score;
14 float spawnpoint_nag;
15 bool SpawnEvent_Send(entity this, entity to, int sf);
16 entity Spawn_FilterOutBadSpots(entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck);
17 entity SelectSpawnPoint(entity this, bool anypoint);
18 spawnfunc(info_player_deathmatch);
19 void spawnpoint_use(entity this, entity actor, entity trigger);
20
21 USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
22 .spawn_evalfunc_t spawn_evalfunc;
23
24 .int restriction;
25
26 IntrusiveList g_spawnpoints;
27 STATIC_INIT(g_spawnpoints) { g_spawnpoints = IL_NEW(); }