// Globals
-float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, 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;
.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 FixIntermissionClient(entity e);
void FixClientCvars(entity e);
-WEPSET_DECLARE_A(weaponsInMap);
+WepSet weaponsInMap;
.float respawn_countdown; // next number to count
.float spectatee_status;
.float zoomstate;
-.float bloodloss_timer;
.float restriction;
.entity clientdata;