#include "../common/buffs.qh"
#include "../common/constants.qh"
#include "../common/deathtypes.qh"
+#include "../common/effects.qh"
#include "../common/mapinfo.qh"
#include "../common/monsters/all.qh"
#include "../common/monsters/sv_monsters.qh"
self.classname = "worldspawn"; // safeguard against various stuff ;)
// needs to be done so early because of the constants they create
- CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
- CALL_ACCUMULATED_FUNCTION(RegisterVehicles);
- CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
- CALL_ACCUMULATED_FUNCTION(RegisterItems);
- CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
+ static_init();
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
- CALL_ACCUMULATED_FUNCTION(RegisterBuffs);
+ CALL_ACCUMULATED_FUNCTION(RegisterEffects);
+ CALL_ACCUMULATED_FUNCTION(RegisterVehicles);
MapInfo_Enumerate();
MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 0);
void Map_MarkAsRecent(string m);
float world_already_spawned;
void Nagger_Init();
+void Item_ItemsTime_Init();
void ClientInit_Spawn();
void WeaponStats_Init();
void WeaponStats_Shutdown();
server_is_dedicated = (stof(cvar_defstring("is_dedicated")) ? true : false);
// needs to be done so early because of the constants they create
- CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
- CALL_ACCUMULATED_FUNCTION(RegisterVehicles);
- CALL_ACCUMULATED_FUNCTION(RegisterMonsters);
- CALL_ACCUMULATED_FUNCTION(RegisterItems);
- CALL_ACCUMULATED_FUNCTION(RegisterGametypes);
+ static_init();
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
- CALL_ACCUMULATED_FUNCTION(RegisterBuffs);
+ CALL_ACCUMULATED_FUNCTION(RegisterEffects);
+ CALL_ACCUMULATED_FUNCTION(RegisterVehicles);
ServerProgsDB = db_load(strcat("server.db", autocvar_sessionid));
GameLogEcho(strcat(":gamestart:", GetGametype(), "_", GetMapname(), ":", s));
s = ":gameinfo:mutators:LIST";
- ret_string = s;
- MUTATOR_CALLHOOK(BuildMutatorsString);
+ MUTATOR_CALLHOOK(BuildMutatorsString, s);
s = ret_string;
// simple, probably not good in the mutator system
WeaponStats_Init();
WepSet_AddStat();
+ WepSet_AddStat_InMap();
addstat(STAT_SWITCHWEAPON, AS_INT, switchweapon);
addstat(STAT_SWITCHINGWEAPON, AS_INT, switchingweapon);
addstat(STAT_GAMESTARTTIME, AS_FLOAT, stat_game_starttime);
addstat(STAT_ARC_HEAT, AS_FLOAT, arc_heat_percent);
+ // items time
+ addstat(STAT_ARMOR_LARGE_TIME, AS_FLOAT, item_armor_large_time);
+ addstat(STAT_HEALTH_MEGA_TIME, AS_FLOAT, item_health_mega_time);
+ addstat(STAT_INVISIBLE_TIME, AS_FLOAT, item_invisible_time);
+ addstat(STAT_SPEED_TIME, AS_FLOAT, item_speed_time);
+ addstat(STAT_EXTRALIFE_TIME, AS_FLOAT, item_extralife_time);
+ addstat(STAT_STRENGTH_TIME, AS_FLOAT, item_strength_time);
+ addstat(STAT_SHIELD_TIME, AS_FLOAT, item_shield_time);
+ addstat(STAT_FUELREGEN_TIME, AS_FLOAT, item_fuelregen_time);
+ addstat(STAT_JETPACK_TIME, AS_FLOAT, item_jetpack_time);
+ addstat(STAT_SUPERWEAPONS_TIME, AS_FLOAT, item_superweapons_time);
+ Item_ItemsTime_Init();
+
// freeze attacks
addstat(STAT_FROZEN, AS_INT, frozen);
addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, revive_progress);