#define PHYS_INPUT_BUTTON_ZOOM(s) PHYS_INPUT_BUTTON_BUTTON4(s)
#define PHYS_INPUT_BUTTON_CROUCH(s) PHYS_INPUT_BUTTON_BUTTON5(s)
#define PHYS_INPUT_BUTTON_HOOK(s) PHYS_INPUT_BUTTON_BUTTON6(s)
-
-#ifdef CSQC
-STATIC_INIT(PHYS_INPUT_BUTTON_HOOK)
-{
- localcmd("alias +hook +button6\n");
- localcmd("alias -hook -button6\n");
-}
-#endif
-
#define PHYS_INPUT_BUTTON_INFO(s) PHYS_INPUT_BUTTON_BUTTON7(s)
#define PHYS_INPUT_BUTTON_DRAG(s) PHYS_INPUT_BUTTON_BUTTON8(s)
#define PHYS_INPUT_BUTTON_USE(s) PHYS_INPUT_BUTTON_BUTTON_USE(s)
#define PHYS_INPUT_BUTTON_DODGE(s) PHYS_INPUT_BUTTON_BUTTON11(s)
#ifdef CSQC
-STATIC_INIT(PHYS_INPUT_BUTTON_JETPACK)
+STATIC_INIT(PHYS_INPUT_BUTTON)
{
+ localcmd("alias +hook +button6\n");
+ localcmd("alias -hook -button6\n");
+
localcmd("alias +jetpack +button10\n");
- localcmd("alias -jetpack -button10\n");
-}
+ localcmd("alias -jetpack -button10\n");
-STATIC_INIT(PHYS_INPUT_BUTTON_DODGE)
-{
- localcmd("alias +dodge +button11\n");
- localcmd("alias -dodge -button11\n");
+ localcmd("alias +dodge +button11\n");
+ localcmd("alias -dodge -button11\n");
}
#endif
.WepSet dual_weapons;
IntrusiveList g_monsters;
-STATIC_INIT(g_monsters) { g_monsters = IL_NEW(); }
-
IntrusiveList g_waypoints;
-STATIC_INIT(g_waypoints) { g_waypoints = IL_NEW(); }
-
IntrusiveList g_vehicles;
-STATIC_INIT(g_vehicles) { g_vehicles = IL_NEW(); }
-
IntrusiveList g_turrets;
-STATIC_INIT(g_turrets) { g_turrets = IL_NEW(); }
-
IntrusiveList g_mines;
-STATIC_INIT(g_mines) { g_mines = IL_NEW(); }
-
IntrusiveList g_projectiles;
-STATIC_INIT(g_projectiles) { g_projectiles = IL_NEW(); }
-
IntrusiveList g_items;
-STATIC_INIT(g_items) { g_items = IL_NEW(); }
-
IntrusiveList g_initforplayer;
-STATIC_INIT(g_initforplayer) { g_initforplayer = IL_NEW(); }
-
IntrusiveList g_clones;
-STATIC_INIT(g_clones) { g_clones = IL_NEW(); }
-
-IntrusiveList g_assault_destructibles;
-STATIC_INIT(g_assault_destructibles) { g_assault_destructibles = IL_NEW(); }
-
-IntrusiveList g_assault_objectivedecreasers;
-STATIC_INIT(g_assault_objectivedecreasers) { g_assault_objectivedecreasers = IL_NEW(); }
-
-IntrusiveList g_assault_objectives;
-STATIC_INIT(g_assault_objectives) { g_assault_objectives = IL_NEW(); }
-
IntrusiveList g_spawnpoints;
-STATIC_INIT(g_spawnpoints) { g_spawnpoints = IL_NEW(); }
-
IntrusiveList g_bot_targets;
-STATIC_INIT(g_bot_targets) { g_bot_targets = IL_NEW(); }
-
IntrusiveList g_bot_dodge;
-STATIC_INIT(g_bot_dodge) { g_bot_dodge = IL_NEW(); }
-
IntrusiveList g_damagedbycontents;
-STATIC_INIT(g_damagedbycontents) { g_damagedbycontents = IL_NEW(); }
-
IntrusiveList g_railgunhit;
-STATIC_INIT(g_railgunhit) { g_railgunhit = IL_NEW(); }
-
IntrusiveList g_ladders;
-STATIC_INIT(g_ladders) { g_ladders = IL_NEW(); }
-
IntrusiveList g_locations;
-STATIC_INIT(g_locations) { g_locations = IL_NEW(); }
-
IntrusiveList g_saved_team;
-STATIC_INIT(g_saved_team) { g_saved_team = IL_NEW(); }
-
IntrusiveList g_monster_targets;
-STATIC_INIT(g_monster_targets) { g_monster_targets = IL_NEW(); }
-
IntrusiveList g_pathlib_nodes;
-STATIC_INIT(g_pathlib_nodes) { g_pathlib_nodes = IL_NEW(); }
+STATIC_INIT(defs)
+{
+ g_monsters = IL_NEW();
+ g_waypoints = IL_NEW();
+ g_vehicles = IL_NEW();
+ g_turrets = IL_NEW();
+ g_mines = IL_NEW();
+ g_projectiles = IL_NEW();
+ g_items = IL_NEW();
+ g_initforplayer = IL_NEW();
+ g_clones = IL_NEW();
+ g_spawnpoints = IL_NEW();
+ g_bot_targets = IL_NEW();
+ g_bot_dodge = IL_NEW();
+ g_damagedbycontents = IL_NEW();
+ g_railgunhit = IL_NEW();
+ g_ladders = IL_NEW();
+ g_locations = IL_NEW();
+ g_saved_team = IL_NEW();
+ g_monster_targets = IL_NEW();
+ g_pathlib_nodes = IL_NEW();
+}
#include <server/teamplay.qh>
IntrusiveList g_invasion_roundends;
-STATIC_INIT(g_invasion_roundends) { g_invasion_roundends = IL_NEW(); }
-
IntrusiveList g_invasion_waves;
-STATIC_INIT(g_invasion_waves) { g_invasion_waves = IL_NEW(); }
-
IntrusiveList g_invasion_spawns;
-STATIC_INIT(g_invasion_spawns) { g_invasion_spawns = IL_NEW(); }
+STATIC_INIT(g_invasion)
+{
+ g_invasion_roundends = IL_NEW();
+ g_invasion_waves = IL_NEW();
+ g_invasion_spawns = IL_NEW();
+}
float autocvar_g_invasion_round_timelimit;
float autocvar_g_invasion_spawnpoint_spawn_delay;