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
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;