void write_recordmarker(entity pl, float tstart, float dt);
-void play2all(string samp);
-
-void play2team(float t, string filename);
-
void GetCvars_handleFloat(entity this, entity store, string thisname, float f, .float field, string name);
-float spamsound(entity e, float chan, Sound samp, float vol, float _atten);
-
void GetCvars_handleString(entity this, entity store, string thisname, float f, .string field, string name);
void precache_all_playermodels(string pattern);
-void soundat(entity e, vector o, float chan, string samp, float vol, float _atten);
-
void InitializeEntitiesRun();
-void stopsoundto(float _dest, entity e, float chan);
-void soundtoat(float _dest, entity e, vector o, float chan, string samp, float vol, float _atten, float _pitch);
-
void droptofloor(entity this);
float trace_hits_box_1d(float end, float thmi, float thma);
void GetCvars(entity this, entity store, int f);
-string GetMapname();
-
float LostMovetypeFollow(entity ent);
string uid2name(string myuid);
string NearestLocation(vector p);
-void play2(entity e, string filename);
-
string playername(entity p, bool team_colorize);
-void remove_safely(entity e);
-
-void remove_unsafely(entity e);
-
void SetMovetypeFollow(entity ent, entity e);
-void soundto(float dest, entity e, float chan, string samp, float vol, float atten, float _pitch);
-
-void stopsound(entity e, float chan);
-
float tracebox_hits_box(vector start, vector mi, vector ma, vector end, vector thmi, vector thma);
void traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
void WarpZone_traceline_antilag (entity source, vector v1, vector v2, float nomonst, entity forent, float lag);
-#define IS_DEAD(s) ((s).deadflag != DEAD_NO)
-
-
-#define ITEM_TOUCH_NEEDKILL() (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
-#define ITEM_DAMAGE_NEEDKILL(dt) (((dt) == DEATH_HURTTRIGGER.m_id) || ((dt) == DEATH_SLIME.m_id) || ((dt) == DEATH_LAVA.m_id) || ((dt) == DEATH_SWAMP.m_id))
-
#define PROJECTILE_TOUCH(e,t) MACRO_BEGIN if (WarpZone_Projectile_Touch(e,t)) return; MACRO_END
-#define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
-
// copies a string to a tempstring (so one can strunzone it)
string strcat1(string s) = #115; // FRIK_FILE
-/*
-// NOTE: DO NOT USE THIS FUNCTION TOO OFTEN.
-// IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP
-// STRINGS AND TAKE QUITE LONG. haystack and needle MUST
-// BE CONSTANT OR strzoneD!
-float strstrofs(string haystack, string needle, float offset)
-{
- float len, endpos;
- string found;
- len = strlen(needle);
- endpos = strlen(haystack) - len;
- while(offset <= endpos)
- {
- found = substring(haystack, offset, len);
- if(found == needle)
- return offset;
- offset = offset + 1;
- }
- return -1;
-}
-*/
-
const float NUM_NEAREST_ENTITIES = 4;
entity nearest_entity[NUM_NEAREST_ENTITIES];
float nearest_length[NUM_NEAREST_ENTITIES];
WepSet g_weaponarena_weapons;
float g_weaponarena_random; // TODO
string g_weaponarena_list;
-float g_weaponspeedfactor;
-float g_weaponratefactor;
-float g_weapondamagefactor;
-float g_weaponforcefactor;
-float g_weaponspreadfactor;
WepSet start_weapons;
WepSet start_weapons_default;
WepSet warmup_start_weapons;
WepSet warmup_start_weapons_default;
WepSet warmup_start_weapons_defaultmask;
-#define WARMUP_START_WEAPONS ((g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)
+#define WARMUP_START_WEAPONS ((autocvar_g_warmup_allguns == 1) ? (warmup_start_weapons & (weaponsInMap | start_weapons)) : warmup_start_weapons)
float warmup_start_ammo_shells;
float warmup_start_ammo_nails;
float warmup_start_ammo_rockets;
float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done?
void readplayerstartcvars();
-float sv_autotaunt;
-float sv_taunt;
-
-float g_footsteps, g_grappling_hook;
-float g_warmup_allguns;
-float g_warmup_allow_timeout;
+float g_grappling_hook;
float warmup_stage;
-float g_jetpack;
-bool sv_ready_restart;
bool sv_ready_restart_after_countdown;
-bool sv_ready_restart_repeatable;
-
-float sv_clones;
-float sv_foginterval;
void readlevelcvars()
{
if(cvar("sv_allow_fullbright"))
serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
- sv_clones = cvar("sv_clones");
- sv_foginterval = cvar("sv_foginterval");
- g_footsteps = cvar("g_footsteps");
- g_jetpack = cvar("g_jetpack");
- sv_maxidle = cvar("sv_maxidle");
- sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");
- sv_maxidle_slots = cvar("sv_maxidle_slots");
- sv_maxidle_slots_countbots = cvar("sv_maxidle_slots_countbots");
- sv_autotaunt = cvar("sv_autotaunt");
- sv_taunt = cvar("sv_taunt");
- sv_ready_restart = cvar("sv_ready_restart");
sv_ready_restart_after_countdown = cvar("sv_ready_restart_after_countdown");
- sv_ready_restart_repeatable = cvar("sv_ready_restart_repeatable");
warmup_stage = cvar("g_warmup");
warmup_limit = cvar("g_warmup_limit");
- g_warmup_allguns = cvar("g_warmup_allguns");
- g_warmup_allow_timeout = cvar("g_warmup_allow_timeout");
if(cvar("g_campaign"))
warmup_stage = 0; // no warmup during campaign
g_pickup_respawntimejitter_long = cvar("g_pickup_respawntimejitter_long");
g_pickup_respawntimejitter_powerup = cvar("g_pickup_respawntimejitter_powerup");
- g_weaponspeedfactor = cvar("g_weaponspeedfactor");
- g_weaponratefactor = cvar("g_weaponratefactor");
- g_weapondamagefactor = cvar("g_weapondamagefactor");
- g_weaponforcefactor = cvar("g_weaponforcefactor");
- g_weaponspreadfactor = cvar("g_weaponspreadfactor");
-
g_pickup_shells = cvar("g_pickup_shells");
g_pickup_shells_max = cvar("g_pickup_shells_max");
g_pickup_nails = cvar("g_pickup_nails");
.entity initialize_entity_next;
entity initialize_entity_first;
-
-
-
-
-bool sound_allowed(int dest, entity e);
void InitializeEntity(entity e, void(entity this) func, int order);
IntrusiveList g_ctrace_changed;