void w_ready();
// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
.float weapon_nextthink;
+.float weapon_forbidchange;
.void() weapon_think;
//float PLAYER_WEAPONSELECTION_DELAY = );
.float cvar_scr_centertime;
.float cvar_cl_shownames;
.float cvar_cl_noclipspectating;
+
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.string cvar_cl_weaponpriorities[10];
float W_WeaponBit(float wpn);
string W_Name(float weaponid);
-void UpdateSelectedPlayer();
-void ClearSelectedPlayer();
-.entity selected_player;
-.entity last_selected_player;
-.float selected_player_time; // when this player has been selected
-.float selected_player_count; // how long this player has been directly pointed to
-.float selected_player_display_needs_update; // are regular updates necessary? (health)
-.float selected_player_display_timeout; // when the selection will time out
-
void FixIntermissionClient(entity e);
void FixClientCvars(entity e);
.float nex_charge_rottime;
.float nex_chargepool_ammo;
+.float hagar_load;
+
float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
float serverflags;
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
+
+.entity shownames;
+void shownames_think();