float autocvar_timelimit_overtime;
int autocvar_timelimit_overtimes;
float autocvar_timelimit_suddendeath;
+bool autocvar_sv_gameplayfix_droptofloorstartsolid;
float checkrules_equality;
float checkrules_suddendeathwarning;
float want_weapon(entity weaponinfo, float allguns); // WEAPONTODO: what still needs done?
float g_grappling_hook;
-float warmup_stage;
+int warmup_stage;
bool sv_ready_restart_after_countdown;
void DumpStats(float final);
-bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance);
+bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance, bool frompos);
float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
void CheckRules_World();
float RedirectionThink();
+// quake 3 music compatibility
+.string music;
+.string noise;
+
void readplayerstartcvars();
void readlevelcvars();