6 const float ST_RACE_LAPS = 1;
7 const float SP_RACE_LAPS = 4;
8 const float SP_RACE_TIME = 5;
9 const float SP_RACE_FASTEST = 6;
11 bool g_race_qualifying;
13 float speedaward_lastsent;
14 float speedaward_lastupdate;
17 float race_highest_place_spawn; // number of places; a place higher gets spawned at 0
18 float race_lowest_place_spawn; // where to spawn in qualifying
24 .float race_completed;
26 float race_completing;
28 .float race_movetime; // for reading
29 .float race_movetime_frac; // fractional accumulator for higher accuracy (helper for writing)
30 .float race_movetime_count; // integer accumulator
32 .float race_respawn_checkpoint;
33 .entity race_respawn_spotref; // try THIS spawn in case you respawn
35 // definitions for functions used outside race.qc
36 float race_PreviousCheckpoint(float f);
37 float race_NextCheckpoint(float f);
38 void race_AbandonRaceCheck(entity p);
39 void race_ImposePenaltyTime(entity pl, float penalty, string reason);
40 void race_StartCompleting();
41 float race_GetFractionalLapCount(entity e);
42 float race_readTime(string map, float pos);
43 string race_readUID(string map, float pos);
44 string race_readName(string map, float pos);
45 void race_ClearRecords();
46 void race_SendNextCheckpoint(entity e, float spec);
47 void race_PreparePlayer(entity this);
48 void race_send_recordtime(float msg);
49 void race_send_speedaward(float msg);
51 float speedaward_speed;
52 string speedaward_holder;
53 string speedaward_uid;
55 float speedaward_alltimebest;
56 string speedaward_alltimebest_holder;
57 string speedaward_alltimebest_uid;
59 void race_send_speedaward(float msg);
61 void race_send_speedaward_alltimebest(float msg);
63 void race_SendRankings(float pos, float prevpos, float del, float msg);
65 void race_RetractPlayer(entity this);
67 void race_InitSpectator();