#include "../common/buffs.qh"
#include "../common/constants.qh"
#include "../common/deathtypes.qh"
-#include "../common/effects.qh"
+#include "../common/effects/effects.qh"
#include "../common/mapinfo.qh"
#include "../common/monsters/all.qh"
#include "../common/monsters/sv_monsters.qh"
WITH(entity, self, randomseed, randomseed.think()); // sets random seed and nextthink
}
-void spawnfunc___init_dedicated_server(void)
-{SELFPARAM();
+spawnfunc(__init_dedicated_server)
+{
// handler for _init/_init map (only for dedicated server initialization)
world_initialized = -1; // don't complain
void WeaponStats_Init();
void WeaponStats_Shutdown();
void Physics_AddStats();
-void spawnfunc_worldspawn (void)
-{SELFPARAM();
+spawnfunc(worldspawn)
+{
float fd, l, j, n;
string s;
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
- initialize_minigames();
-
ServerProgsDB = db_load(strcat("server.db", autocvar_sessionid));
TemporaryDB = db_create();
PlayerStats_GameReport_Init(); // we need this to be initiated before InitGameplayMode
- precache_model ("null"); // we need this one before InitGameplayMode
InitGameplayMode();
readlevelcvars();
GrappleHookInit();
world_initialized = 1;
}
-void spawnfunc_light (void)
-{SELFPARAM();
+spawnfunc(light)
+{
//makestatic (self); // Who the f___ did that?
remove(self);
}