#define FOR_EACH_SPEC(v) FOR_EACH_CLIENT(v) if not(IS_PLAYER(v)) // Samual: shouldn't this be IS_SPEC(v)? and rather create a separate macro to include observers too
#define FOR_EACH_REALPLAYER(v) FOR_EACH_REALCLIENT(v) if(IS_PLAYER(v))
+#define FOR_EACH_MONSTER(v) for(v = world; (v = findflags(v, flags, FL_MONSTER)) != world; )
+
#define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
// copies a string to a tempstring (so one can strunzone it)
void readlevelcvars(void)
{
g_minstagib = cvar("g_minstagib");
+
+ monster_skill = cvar("g_monsters_skill");
// load ALL the mutators
if(cvar("g_dodging"))
// is this a mutator? is this a mode?
if(cvar("g_sandbox"))
MUTATOR_ADD(sandbox);
+
+ if(cvar("g_za"))
+ MUTATOR_ADD(mutator_zombie_apocalypse);
if(cvar("sv_allow_fullbright"))
serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;