float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
-#define BUTTON_ATCK button0
-#define BUTTON_JUMP button2
-#define BUTTON_ATCK2 button3
-#define BUTTON_ZOOM button4
-#define BUTTON_CROUCH button5
-#define BUTTON_HOOK button6
-#define BUTTON_INFO button7
-#define BUTTON_CHAT buttonchat
-#define BUTTON_USE buttonuse
-#define BUTTON_DRAG button8
+#define BUTTON_ATCK button0
+#define BUTTON_JUMP button2
+#define BUTTON_ATCK2 button3
+#define BUTTON_ZOOM button4
+#define BUTTON_CROUCH button5
+#define BUTTON_HOOK button6
+#define BUTTON_INFO button7
+#define BUTTON_CHAT buttonchat
+#define BUTTON_USE buttonuse
+#define BUTTON_DRAG button8
+#define BUTTON_ZOOMSCRIPT button9
// Globals
.vector anim_forwardleft; // player running forward and left
.vector anim_backright; // player running backward and right
.vector anim_backleft; // player running back and left
+.vector anim_melee; // player doing the melee action
// weapon animation vectors:
.vector anim_fire1;
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 = );
string w_deathtypestring;
-void(entity client, string s) centerprint_builtin = #73;
+// void(entity client, string s) centerprint_builtin = #73;
.vector dest1, dest2;
float gameover;
void timeoutHandler_Think();
void evaluateTimeout();
void evaluateTimein();
-string getTimeoutText(float addOneSecond);
.float spawnshieldtime;
.float() customizeentityforclient;
.float cvar_cl_handicap;
.float cvar_cl_playerdetailreduction;
-.float cvar_scr_centertime;
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.string cvar_cl_weaponpriorities[10];
.entity jumppadsused[NUM_JUMPPADSUSED];
string gamemode_name;
-float teams_matter;
float startitem_failed;
float weaponsInMap;
-void centerprint_atprio(entity e, float prio, string s);
-void centerprint_expire(entity e, float prio);
void centerprint(entity e, string s);
.float respawn_countdown; // next number to count
.string target2;
.string target3;
.string target4;
+.float target_random;
.float trigger_reverse;
// Nexball
vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
-// the QC VM sucks
-#define BITXOR(v,b) ((v) + (b) - 2 * ((v) & (b)))
-#define BITXOR_ASSIGN(v,b) ((v) += ((b) - 2 * ((v) & (b))))
-
.float wasplayer;
float servertime, serverprevtime, serverframetime;
.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();
+void PlayerUseKey();