// Fields
-.void(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) event_damage;
-
-.bool(entity targ, entity inflictor, float amount, float limit) event_heal;
-
//.string wad;
//.string map;
.float pain_finished; //Added by Supajoe
.float pain_frame; //"
-.float superweapons_finished; // NOTE: this field is used only by map entities, it does not directly apply the superweapons stat
-const .float air_finished = _STAT(AIR_FINISHED);
-
.float cnt; // used in too many places
.float count;
//.float cnt2;
-.float death_time;
.float fade_time;
.float fade_rate;
.float killcount;
.float damage_dealt, typehitsound, killsound;
-.float watersound_finished;
-.float iscreature;
-.float damagedbycontents;
-.float damagedbytriggers;
-.float teleportable;
-.vector oldvelocity;
-
-.float pauseregen_finished;
-.float pauserothealth_finished;
-.float pauserotarmor_finished;
-.float pauserotfuel_finished;
// string overrides entity
.string item_pickupsound;
.entity item_pickupsound_ent;
.entity item_model_ent;
-// WEAPONTODO
-.float autoswitch;
-
-float intermission_running;
-float intermission_exittime;
-float alreadychangedlevel;
-
-// footstep interval
-.float nextstep;
-
-float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
-.float spectatortime; //point in time since the client is spectating or observing
-
.float winning;
-.float jointime; // time of connecting
-.float startplaytime; // time of switching from spectator to player
-.float alivetime; // time of being alive
-.float motd_actived_time; // used for both motd and campaign_message
.float spawnshieldtime;
float default_player_alpha;
float default_weapon_alpha;
-.float cvar_cl_handicap;
-.int cvar_cl_gunalign;
-.float cvar_cl_clippedspectating;
-.float cvar_cl_autoscreenshot;
-.float cvar_cl_jetpack_jump;
-.float cvar_cl_movement_track_canjump;
-.float cvar_cl_newusekeysupported;
-.float cvar_cl_cts_noautoswitch;
-.bool cvar_cl_weapon_switch_reload;
-.bool cvar_cl_weapon_switch_fallback_to_impulse;
-
-.string cvar_g_xonoticversion;
-.string cvar_cl_weaponpriority;
-.string cvar_cl_weaponpriorities[10];
-.float cvar_cl_noantilag;
-
-.string weaponorder_byimpulse;
-
-.float cvar_cl_allow_uid2name;
-.float cvar_cl_allow_uidtracking;
-.bool cvar_cl_allow_uidranking;
-.string stored_netname;
-
-string gamemode_name;
-
-float bot_waypoints_for_items;
-
-// speedrun: when 1, player auto teleports back when capture timeout happens
-.float speedrunning;
-
-// database
-float ServerProgsDB;
-float TemporaryDB;
-
.int team_saved;
bool some_spawn_has_been_used;
.bool canteamdamage;
-// WEAPONTODO
-#define DMG_NOWEP (weaponentities[0])
-
-float sv_maxidle;
-float sv_maxidle_spectatorsareidle;
-int sv_maxidle_slots;
-bool sv_maxidle_slots_countbots;
-
-// autotaunt system
-.float cvar_cl_autotaunt;
-.float cvar_cl_voice_directional;
-.float cvar_cl_voice_directional_taunt_attenuation;
-
int autocvar__independent_players;
bool independent_players;
#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
.int spectatee_status;
.bool zoomstate;
-.int restriction;
-.entity clientdata;
.entity personal;
-string deathmessage;
-
.bool just_joined;
-.float cvar_cl_weaponimpulsemode;
-.int selectweapon; // last selected weapon of the player
-
-.float ballistics_density;
-
-//const int FROZEN_NOT = 0;
-const int FROZEN_NORMAL = 1;
-const int FROZEN_TEMP_REVIVING = 2;
-const int FROZEN_TEMP_DYING = 3;
-
.entity realowner;
//float serverflags;
.bool player_blocked;
-.float revival_time; // time at which player was last revived
-.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
-.float freeze_time;
-.entity iceblock;
-.entity frozen_by; // for ice fields
-
-.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
-
-string modname;
-
////
-.string cvar_cl_physics;
-
.WepSet dual_weapons;
IntrusiveList g_monsters;