ts/src/server/defs.h

93 lines
2.9 KiB
C

/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include "gamerules.h"
#include "items.h"
#include "player.h"
//TAGGG - TODO: some were intended for FreeCS like a c4 timer one, but some
// can probably be used by FreeTS anyway
// Server cvars
var int autocvar_mp_winlimit = 0;
var int autocvar_mp_halftime = 0;
var int autocvar_mp_startmoney = 30000;// was 800
var int autocvar_mp_maxmoney = 99999; // was 16000.
var float autocvar_mp_freezetime = 6;
var float autocvar_mp_roundtime = 5;
var float autocvar_mp_timelimit = 60;
var string autocvar_motdfile = "motd.txt";
var int autocvar_mp_friendlyfire = FALSE;
var float autocvar_weaponstay = 60; //default originally 15
// orignal TS name. Minimum allowed time before respawns for self-respawnable gamemodes,
// deathmatch and team-deathmatch, I forget if there's anything else. Not round-based ones.
var float autocvar_respawntime = 5.0;
var int autocvar_debug_spawnpointforced = 0;
//TAGGG - not used, don't know if the TS really supported denying weapon drop-ables.
// Doesn't mean that can't be implemented anyway (check this CVar, and if on while about
// to spawn a drop-able, deny the request and don't drop at all on player death)
//var int autocvar_fcs_nopickups = FALSE; /* Disable weapon items */
// Game specific fields
var int g_ts_gamestate;
var float g_ts_gametime;
// no, just have counts of players in general. Team-based stuff will check for that later.
//var int g_cs_alive_t;
//var int g_cs_alive_ct;
var int g_ts_player_alive_specialists;
var int g_ts_player_alive_mercenaries;
var int g_ts_player_alive_total;
var int g_ts_player_spectator; //do we even need this one?
var int g_ts_player_all;
// Very situational, not all debug printouts, nowhere near.
var float autocvar_sv_printoutspam = 0;
void initSpawnMem(void);
//TAGGG - restored?
void Game_Spawn_ObserverCam(player pl);
// Do these all still exist and need to be prototyped here??
/*
void Game_SpectatorThink(void);
void Game_SpectatorConnect(void);
void Game_SpectatorDisconnect(void);
void Game_RunClientCommand(void);
void Game_ParseClientCommand(string cmd);
void Game_InitRules(void);
void Game_Worldspawn(void);
*/