#pragma once bool autocvar_g_allow_checkpoints; float race_teams; // scores const float ST_RACE_LAPS = 1; int autocvar_g_cts_send_rankings_cnt = 15; bool autocvar_g_race_cptimes_onlyself = false; int g_race_qualifying; float speedaward_lastsent; float speedaward_lastupdate; float race_spawns; float race_highest_place_spawn; // number of places; a place higher gets spawned at 0 float race_lowest_place_spawn; // where to spawn in qualifying float race_fraglimit; float race_leadlimit; float race_timelimit; .float race_place; .float race_started; .float race_completed; .float race_laptime; float race_completing; .float race_movetime; // for reading .float race_movetime_frac; // fractional accumulator for higher accuracy (helper for writing) .float race_movetime_count; // integer accumulator .float race_respawn_checkpoint; .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); void race_ImposePenaltyTime(entity pl, float penalty, string reason); void race_StartCompleting(); float race_GetFractionalLapCount(entity e); 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_ClearPlayerRecords(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_setTime(string map, float t, string myuid, string mynetname, entity e, bool showmessage); float speedaward_speed; string speedaward_holder; string speedaward_uid; float speedaward_alltimebest; string speedaward_alltimebest_holder; 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_SendRanking(float pos, float prevpos, float del, float msg); void race_SendAll(entity player, bool only_rankings); void race_RetractPlayer(entity this); string uid2name(string myuid); spawnfunc(target_checkpoint);