// Globals
-float g_footsteps, g_grappling_hook, g_instagib;
+float g_footsteps, g_grappling_hook;
float g_warmup_allguns;
float g_warmup_allow_timeout;
float warmup_stage;
// WEAPONTODO: remove this
//WepSet weaponsInMap;
-#define weapons _STAT(WEAPONS)
-
.float respawn_countdown; // next number to count
float bot_waypoints_for_items;
// Nexball
float g_nexball_meter_period;
-void SUB_DontUseTargets(entity this, entity actor, entity trigger);
-void SUB_UseTargets(entity this, entity actor, entity trigger);
-
.void(entity this) reset; // if set, an entity is reset using this
.void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
.float vortex_charge;
.float vortex_charge_rottime;
.float vortex_chargepool_ammo;
+.float oknex_charge;
+.float oknex_charge_rottime;
+.float oknex_chargepool_ammo;
.int hagar_load;
.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab