#pragma once int autocvar_g_spawn_alloweffects; float autocvar_g_spawn_furthest; bool autocvar_g_spawn_useallspawns; bool autocvar_g_spawnpoints_auto_move_out_of_solid; float autocvar_r_showbboxes; // engine cvar // spawnpoint prios const int SPAWN_PRIO_NEAR_TEAMMATE_FOUND = 200; const int SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM = 100; const int SPAWN_PRIO_RACE_PREVIOUS_SPAWN = 50; const int SPAWN_PRIO_GOOD_DISTANCE = 10; bool some_spawn_has_been_used; int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found 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" .vector spawnpoint_score; float spawnpoint_nag; bool SpawnEvent_Send(entity this, entity to, int sf); entity Spawn_FilterOutBadSpots(entity this, entity firstspot, float mindist, float teamcheck, bool targetcheck); entity SelectSpawnPoint(entity this, bool anypoint); spawnfunc(info_player_deathmatch); void spawnpoint_use(entity this, entity actor, entity trigger); USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current)); .spawn_evalfunc_t spawn_evalfunc; .int restriction; IntrusiveList g_spawnpoints; STATIC_INIT(g_spawnpoints) { g_spawnpoints = IL_NEW(); }