.float cvar_cl_playerdetailreduction;
.float cvar_scr_centertime;
.float cvar_cl_shownames;
+.float cvar_cl_noclipspectating;
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.string cvar_cl_weaponpriorities[10];
float some_spawn_has_been_used;
float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
+float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
// set when showing a kill countdown
.entity killindicator;
float client_cefc_accumulatortime;
#endif
+..float current_ammo;
+
+.float weapon_load[WEP_MAXCOUNT]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(weapon_load);
+.float ammo_none; // used by the reloading system, must always be 0
+.float clip_load;
+.float old_clip_load;
+.float clip_size;
.float minelayer_mines;
-.float sniperrifle_bulletcounter;
-.float wish_reload;
#define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
// when doing this, hagar can go through clones