.entity weaponentity;
.entity exteriorweaponentity;
.vector weaponentity_glowmod;
-.float switchweapon;
+
+//.float weapon; // current weapon
+.float switchweapon; // weapon requested to switch to
+.float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
+.string weaponname; // name of .weapon
+
.float autoswitch;
float weapon_action(float wpn, float wrequest);
float client_hasweapon(entity cl, float wpn, float andammo, float complain);
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;
.vector dest1, dest2;
float gameover;
.float runes;
+// Keys player is holding
+.float itemkeys;
+#define KEYS_GOLD_KEY 1
+#define KEYS_SILVER_KEY 2
+// spawnflags require key (for now only func_door)
+#define SPAWNFLAGS_GOLD_KEY 8
+#define SPAWNFLAGS_SILVER_KEY 16
+// message delay for func_door locked by keys and key locks
+// this field is used on player entities
+.float key_door_messagetime;
+
-.float welcomemessage_time;
.float version;
// minstagib vars
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;
+.float cvar_cl_clippedspectating;
+.float cvar_cl_movement_track_canjump;
+.float cvar_cl_newusekeysupported;
+
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.string cvar_cl_weaponpriorities[10];
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
float bot_waypoints_for_items;
// speedrun: when 1, player auto teleports back when capture timeout happens
.float speedrunning;
-// Q3 support
-float q3acompat_machineshotgunswap;
-
// database
float ServerProgsDB;
float TemporaryDB;
float sv_maxidle;
float sv_maxidle_spectatorsareidle;
-float sv_pogostick;
float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
float next_pingtime;
.float version_mismatch;
float independent_players;
+#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
#define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
// we're using + here instead of , because fteqcc sucks
..float current_ammo;
-.float weapon_load[WEP_MAXCOUNT]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(weapon_load);
+.float weapon_load[WEP_MAXCOUNT];
.float ammo_none; // used by the reloading system, must always be 0
.float clip_load;
.float old_clip_load;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
void PlayerUseKey();
+