#pragma once
+bool autocvar_g_allow_checkpoints;
+
float race_teams;
// scores
int autocvar_g_cts_send_rankings_cnt = 15;
-bool g_race_qualifying;
+int g_race_qualifying;
float speedaward_lastsent;
float speedaward_lastupdate;
.entity race_respawn_spotref; // try THIS spawn in case you respawn
// definitions for functions used outside race.qc
+void write_recordmarker(entity pl, float tstart, float dt);
+
float race_PreviousCheckpoint(float f);
float race_NextCheckpoint(float f);
void race_AbandonRaceCheck(entity p);
float race_readTime(string map, float pos);
string race_readUID(string map, float pos);
string race_readName(string map, float pos);
+
+void race_checkAndWriteName(entity player);
void race_ClearRecords();
void race_SendNextCheckpoint(entity e, float spec);
void race_PreparePlayer(entity this);
void race_send_recordtime(float msg);
-void race_send_speedaward(float msg);
+
void race_setTime(string map, float t, string myuid, string mynetname, entity e, bool showmessage);
float speedaward_speed;
string speedaward_alltimebest_uid;
void race_send_speedaward(float msg);
-
void race_send_speedaward_alltimebest(float msg);
+void race_SpeedAwardFrame(entity player);
void race_send_rankings_cnt(float msg);
-
-void race_SendRankings(float pos, float prevpos, float del, float msg);
+void race_SendRanking(float pos, float prevpos, float del, float msg);
+void race_SendAll(entity player, bool only_rankings);
void race_RetractPlayer(entity this);
void race_InitSpectator();
+string uid2name(string myuid);
+
spawnfunc(target_checkpoint);