// Globals
-float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss;
+float g_cloaked, g_footsteps, g_grappling_hook, g_minstagib;
float g_warmup_limit;
float g_warmup_allguns;
float g_warmup_allow_timeout;
float g_race_qualifying;
-float inWarmupStage;
+float warmup_stage;
float g_pickup_respawntime_weapon;
float g_pickup_respawntime_superweapon;
float g_pickup_respawntime_ammo;
float player_count;
float currentbots;
float bots_would_leave;
-float lms_lowest_lives;
-float lms_next_place;
-float LMS_NewPlayerLives();
void UpdateFrags(entity player, float f);
.float totalfrags;
//.float cnt2;
.float play_time;
+.float respawn_flags;
.float respawn_time;
.float death_time;
.float fade_time;
.void() weapon_think;
//float PLAYER_WEAPONSELECTION_DELAY = );
-float PLAYER_WEAPONSELECTION_SPEED = 18;
-vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
+const float PLAYER_WEAPONSELECTION_SPEED = 18;
+const vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
// weapon states (self.weaponentity.state)
-float WS_CLEAR = 0; // no weapon selected
-float WS_RAISE = 1; // raise frame
-float WS_DROP = 2; // deselecting frame
-float WS_INUSE = 3; // fire state
-float WS_READY = 4; // idle frame
+const float WS_CLEAR = 0; // no weapon selected
+const float WS_RAISE = 1; // raise frame
+const float WS_DROP = 2; // deselecting frame
+const float WS_INUSE = 3; // fire state
+const float WS_READY = 4; // idle frame
// there is 2 weapon tics that can run in one server frame
#define W_TICSPERFRAME 2
void weapon_defaultspawnfunc(float wpn);
-string w_deathtypestring;
-
.vector dest1, dest2;
float gameover;
float intermission_exittime;
float alreadychangedlevel;
-
-.float runes;
-
// Keys player is holding
.float itemkeys;
// message delay for func_door locked by keys and key locks
.float winning;
.float jointime; // time of joining
.float alivetime; // time of being alive
+.float motd_actived_time; // used for both motd and campaign_message
float nJoinAllowed(entity ignore);
-#define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
.float spawnshieldtime;
-.float lms_nextcheck;
-.float lms_traveled_distance;
-
.entity flagcarried;
.float playerid;
.float cvar_cl_allow_uidtracking;
.string stored_netname;
-void Announce(string snd);
-void AnnounceTo(entity e, string snd);
-
.float version_nagtime;
#define NUM_JUMPPADSUSED 3
float startitem_failed;
-void DropAllRunes(entity pl);
-
-
typedef .float floatfield;
floatfield Item_CounterField(float it);
void FixIntermissionClient(entity e);
void FixClientCvars(entity e);
-WEPSET_DECLARE_A(weaponsInMap);
+WepSet weaponsInMap;
.float respawn_countdown; // next number to count
string cvar_purechanges;
float cvar_purechanges_count;
-float game_starttime; //point in time when the countdown is over
+float game_starttime; //point in time when the countdown to game start is over
+float round_starttime; //point in time when the countdown to round start is over
.float stat_game_starttime;
+.float stat_round_starttime;
.float stat_sv_airaccel_qw;
.float stat_sv_airstrafeaccel_qw;
.float spectatee_status;
.float zoomstate;
-.float bloodloss_timer;
.float restriction;
.entity clientdata;
.void (float act_state) setactive;
.entity realowner;
-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;
.float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
.float player_blocked;
-.float freezetag_frozen;
-.float freezetag_revive_progress;
+.float frozen; // for freeze attacks
+.float revive_progress;
+.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
+.entity iceblock;
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.