.float cvar_cl_handicap;
.float cvar_cl_playerdetailreduction;
.float cvar_scr_centertime;
-.float cvar_cl_shownames;
.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 W_WeaponBit(float wpn);
string W_Name(float weaponid);
-void UpdateSelectedPlayer();
-void ClearSelectedPlayer();
-.entity selected_player;
-.entity last_selected_player;
-.float selected_player_time; // when this player has been selected
-.float selected_player_count; // how long this player has been directly pointed to
-.float selected_player_display_needs_update; // are regular updates necessary? (health)
-.float selected_player_display_timeout; // when the selection will time out
-
void FixIntermissionClient(entity e);
void FixClientCvars(entity e);
.string target2;
.string target3;
.string target4;
+.float target_random;
.float trigger_reverse;
// Nexball
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;
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
+
+void PlayerUseKey();