3 float checkrules_equality;
4 float checkrules_suddendeathwarning;
5 float checkrules_suddendeathend;
6 float checkrules_overtimesadded; //how many overtimes have been already added
8 // flag set on worldspawn so that the code knows if it is dedicated or not
9 bool server_is_dedicated;
12 string cvar_purechanges;
13 float cvar_purechanges_count;
25 string redirection_target;
27 string cache_mutatormsg;
28 string cache_lastmutatormsg;
30 float default_player_alpha;
31 float default_weapon_alpha;
38 const int WINNING_NO = 0; // no winner, but time limits may terminate the game
39 const int WINNING_YES = 1; // winner found
40 const int WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
41 const int WINNING_STARTSUDDENDEATHOVERTIME = 3; // no winner, enter suddendeath overtime NOW
43 float WinningCondition_Scores(float limit, float leadlimit);
44 void SetWinners(.float field, float value);
47 void DumpStats(float final);
48 void CheckRules_World();
49 float RedirectionThink();
51 void droptofloor(entity this);
53 IntrusiveList g_moveables;
54 STATIC_INIT(g_moveables) { g_moveables = IL_NEW(); }