bool autocvar_sv_precacheplayermodels;
//float autocvar_sv_precacheweapons; // WEAPONTODO?
bool autocvar_sv_q3acompat_machineshotgunswap;
-bool autocvar_sv_ready_restart;
-bool autocvar_sv_ready_restart_repeatable;
bool autocvar_sv_servermodelsonly;
int autocvar_sv_spectate;
float autocvar_sv_spectator_speed_multiplier;
{
if (IS_CLIENT(caller))
{
- if (warmup_stage || autocvar_sv_ready_restart || g_race_qualifying == 2)
+ if (warmup_stage || sv_ready_restart || g_race_qualifying == 2)
{
- if (!readyrestart_happened || autocvar_sv_ready_restart_repeatable)
+ if (!readyrestart_happened || sv_ready_restart_repeatable)
{
if (time < game_starttime) // game is already restarting
return;
float warmup_stage;
float g_jetpack;
+bool sv_ready_restart;
+bool sv_ready_restart_after_countdown;
+bool sv_ready_restart_repeatable;
+
float sv_clones;
float sv_foginterval;
float warmup_start_health;
float warmup_start_armorvalue;
float g_weapon_stay;
-bool sv_ready_restart_after_countdown;
float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done?
void readplayerstartcvars();
sv_maxidle_slots_countbots = cvar("sv_maxidle_slots_countbots");
sv_autotaunt = cvar("sv_autotaunt");
sv_taunt = cvar("sv_taunt");
+ sv_ready_restart = cvar("sv_ready_restart");
sv_ready_restart_after_countdown = cvar("sv_ready_restart_after_countdown");
+ sv_ready_restart_repeatable = cvar("sv_ready_restart_repeatable");
warmup_stage = cvar("g_warmup");
warmup_limit = cvar("g_warmup_limit");