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;
28 float intermission_running;
29 float intermission_exittime;
30 float alreadychangedlevel;
32 string cache_mutatormsg;
33 string cache_lastmutatormsg;
35 float default_player_alpha;
36 float default_weapon_alpha;
43 const int WINNING_NO = 0; // no winner, but time limits may terminate the game
44 const int WINNING_YES = 1; // winner found
45 const int WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
46 const int WINNING_STARTSUDDENDEATHOVERTIME = 3; // no winner, enter suddendeath overtime NOW
48 float WinningCondition_Scores(float limit, float leadlimit);
49 void SetWinners(.float field, float value);
50 void IntermissionThink(entity this);
51 void GotoNextMap(float reinit);
56 void DumpStats(float final);
57 float Map_IsRecent(string m);
59 void ShuffleMaplist();
60 void Map_Goto_SetStr(string nextmapname);
61 void Map_Goto(float reinit);
62 void Map_MarkAsRecent(string m);
63 float DoNextMapOverride(float reinit);
64 void CheckRules_World();
65 float RedirectionThink();
67 IntrusiveList g_moveables;
68 STATIC_INIT(g_moveables) { g_moveables = IL_NEW(); }