#pragma once
-float warmup_limit;
#include <common/weapons/_all.qh>
#include <common/stats.qh>
float warmup_stage;
float g_jetpack;
+bool sv_ready_restart;
+bool sv_ready_restart_after_countdown;
+bool sv_ready_restart_repeatable;
+
float sv_clones;
float sv_foginterval;
.float count;
//.float cnt2;
-.float play_time;
.int respawn_flags;
.float respawn_time;
.float respawn_time_max;
float intermission_exittime;
float alreadychangedlevel;
-.float version;
-
// footstep interval
.float nextstep;
float game_completion_ratio; // 0 at start, 1 near end
.float winning;
-.float jointime; // time of joining
+.float jointime; // time of connecting
+.float startplaytime; // time of switching from spectator to player
.float alivetime; // time of being alive
.float motd_actived_time; // used for both motd and campaign_message
.float cvar_cl_clippedspectating;
.float cvar_cl_autoscreenshot;
.float cvar_cl_jetpack_jump;
-.float cvar_cl_movement_track_canjump = _STAT(MOVEVARS_CL_TRACK_CANJUMP);
+.float cvar_cl_movement_track_canjump;
.float cvar_cl_newusekeysupported;
.string cvar_g_xonoticversion;
void FixClientCvars(entity e);
// WEAPONTODO: remove this
-WepSet weaponsInMap;
+//WepSet weaponsInMap;
#define weapons _STAT(WEAPONS)
// set when showing a kill countdown
.entity killindicator;
+.bool canteamdamage;
+
void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
float lockteams;
.float cvar_cl_voice_directional;
.float cvar_cl_voice_directional_taunt_attenuation;
-.float version_mismatch;
-
int autocvar__independent_players;
bool independent_players;
#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
string cvar_purechanges;
float cvar_purechanges_count;
-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 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
void W_Porto_Remove (entity p);
.float bulletcounter;
// Nexball
-.entity ballcarried; // Also used for keepaway
float g_nexball_meter_period;
void SUB_DontUseTargets(entity this, entity actor, entity trigger);
//vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
-.float wasplayer;
+.bool wasplayer;
float servertime, serverprevtime, serverframetime;
.float ammo_fuel;
-.vector prevorigin;
-
//flood fields
.float nickspamtime; // time of last nick change
.float nickspamcount;
.float vortex_charge = _STAT(VORTEX_CHARGE);
.float vortex_charge_rottime;
.float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL);
+.float oknex_charge = _STAT(OVERKILL_NEX_CHARGE);
+.float oknex_charge_rottime;
+.float oknex_chargepool_ammo = _STAT(OVERKILL_NEX_CHARGEPOOL);
.float hagar_load = _STAT(HAGAR_LOAD);
.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
.float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn
+.int killindicator_teamchange;
+
void PlayerUseKey(entity this);
USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));