/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #ifndef GAME_H #define GAME_H extern void GameDLLInit( void ); extern void GameDLLShutdown( void ); extern cvar_t displaysoundlist; // multiplayer server rules extern cvar_t teamplay; extern cvar_t fraglimit; extern cvar_t timelimit; extern cvar_t friendlyfire; extern cvar_t falldamage; extern cvar_t weaponstay; extern cvar_t forcerespawn; extern cvar_t flashlight; extern cvar_t aimcrosshair; extern cvar_t decalfrequency; extern cvar_t teamlist; extern cvar_t teamoverride; extern cvar_t defaultteam; extern cvar_t allowmonsters; // Engine Cvars extern cvar_t *g_psv_gravity; extern cvar_t *g_psv_aim; extern cvar_t *g_footsteps; extern cvar_t *g_precache_meshes; extern cvar_t weapon_x; extern cvar_t weapon_y; extern cvar_t weapon_z; void LinkUserMessages( void ); #endif // GAME_H