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