ATTRIB(Client, cmd_floodtime, float, this.cmd_floodtime);
ATTRIB(Client, wasplayer, bool, this.wasplayer);
ATTRIB(Client, weaponorder_byimpulse, string, this.weaponorder_byimpulse);
- ATTRIB(Client, autojoin_checked, bool, this.wasplayer);
+ ATTRIB(Client, autojoin_checked, int, this.wasplayer);
// networked cvars
int GetPlayerLimit();
+const int MIN_SPEC_TIME = 1;
bool joinAllowed(entity this);
void Join(entity this);