5#define REGISTER_SP(id) REGISTER(Scores, SP, id, m_id, new_pure(PlayerScoreField))
127#define SFL_ZERO_IS_WORST SFL_TIME
137#define IS_INCREASING(x) ( (x) & SFL_LOWER_IS_BETTER )
138#define IS_DECREASING(x) ( !((x) & SFL_LOWER_IS_BETTER) )
145#define scores(this) _scores[(this).m_id]
146#define scores_label(this) ((this).m_name)
147#define scores_flags(this) ((this).m_flags)
149#define MAX_TEAMSCORE 2
152#define teamscores(i) _teamscores[i]
154#define teamscores_label(i) _teamscores_label[i]
156#define teamscores_flags(i) _teamscores_flags[i]
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
const int SFL_LOWER_IS_BETTER
Lower scores are better (e.g.
int _teamscores_flags[MAX_TEAMSCORE]
string _teamscores_label[MAX_TEAMSCORE]
const int SFL_TIME
Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!...
const int SFL_RANK
Display as a rank (with st, nd, rd, th suffix)
const int SFL_ALLOW_HIDE
Allow a column to be hidden (do not automatically add it even if it is a sorting key)
const int SFL_NOT_SORTABLE
int _teamscores[MAX_TEAMSCORE]
const int SFL_SORT_PRIO_MASK
const int SFL_SORT_PRIO_SECONDARY
Scoring priority (NOTE: PRIMARY is used for fraglimit) NOTE: SFL_SORT_PRIO_SECONDARY value must be lo...
const int SFL_HIDE_ZERO
Don't show zero values as scores.
const int SFL_SORT_PRIO_PRIMARY
#define FOREACH(list, cond, body)
#define REGISTER_REGISTRY(id)
#define REGISTRY(id, max)
Declare a new registry.
#define REGISTRY_CHECK(id)
#define REGISTRY_DEFINE_GET(id, null)
#define STATIC_INIT(func)
during worldspawn