Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
intermission.qh
Go to the documentation of this file.
1#pragma once
2
4
5string _nextmap;
7void Set_NextMap(string mapname);
8
9// no reason for get_nextmap to be a function for now
10// macro to not have an unnecessary function call stackframe
11#define get_nextmap() _nextmap
12
16
20
22
23string GetGametype();
24
25string GetMapname();
26
27void IntermissionThink(entity this);
28
30
31void GotoNextMap(float reinit);
32
33bool Map_IsRecent(string m);
34
35bool Map_Check(string m, float pass);
36
37int Maplist_Init(void);
38void Maplist_Close();
39string GetNextMap(void);
40
41void Map_Goto_SetStr(string nextmapname);
42
43void Map_Goto(float reinit);
44
45void Map_MarkAsRecent(string m);
46
47float DoNextMapOverride(float reinit);
48
49string GotoMap(string m);
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
string mapname
#define pass(name, colormin, colormax)
void Maplist_Close()
void Set_NextMap(string mapname)
string GetMapname()
string autocvar_sv_intermission_cdtrack
void FixIntermissionClient(entity e)
void IntermissionThink(entity this)
void Map_Goto_SetStr(string nextmapname)
bool Map_IsRecent(string m)
string GotoMap(string m)
bool intermission_running
int Maplist_Init(void)
float intermission_exittime
string _nextmap
string GetGametype()
bool Map_Check(string m, float pass)
void Map_Goto(float reinit)
bool autocvar_samelevel
bool alreadychangedlevel
string GetNextMap(void)
float DoNextMapOverride(float reinit)
bool autocvar_lastlevel
void Send_NextMap_To_Player(entity pl)
int maplist_buffer
bool autocvar_sv_autoscreenshot
void Map_MarkAsRecent(string m)
void GotoNextMap(float reinit)