float autocvar_g_buffs_disability_speed;
float autocvar_g_buffs_disability_rate;
float autocvar_g_buffs_disability_weaponspeed;
-float autocvar_g_buffs_speed_speed;
-float autocvar_g_buffs_speed_rate;
-float autocvar_g_buffs_speed_weaponspeed;
-float autocvar_g_buffs_speed_damage_take;
-float autocvar_g_buffs_speed_regen;
float autocvar_g_buffs_vampire_damage_steal;
-float autocvar_g_buffs_invisible_alpha;
float autocvar_g_buffs_jump_height;
float autocvar_g_buffs_inferno_burntime_factor;
float autocvar_g_buffs_inferno_burntime_min_time;
// ammo
.float buff_ammo_prev_infitems;
.int buff_ammo_prev_clipload;
-// invisible
-.float buff_invisible_prev_alpha;
-// disability
-.float buff_disability_time;
-.float buff_disability_effect_time;
// flight
.float buff_flight_oldgravity;
+.bool buff_flight_crouchheld;
// common buff variables
.float buff_effect_delay;
.float buff_shield; // delay for players to keep them from spamming buff pickups
.entity buff_model; // controls effects (TODO: make csqc)
-const vector BUFF_MIN = ('-16 -16 0');
-const vector BUFF_MAX = ('16 16 60');
-
-// client side options
-.float cvar_cl_buffs_autoreplace;
-
float buff_Available(entity buff);
void buff_RemoveAll(entity actor, int removal_type);