float sv_clones;
float sv_foginterval;
-float player_count;
-float currentbots;
-float bots_would_leave;
-
-.int totalfrags; // NOTE: reused for multiple purposes
-
-// flag set on worldspawn so that the code knows if it is dedicated or not
-float server_is_dedicated;
-
// Fields
.void(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) event_damage;
//.string map;
//.float worldtype;
-// Needed for dynamic clientwalls
-.bool inactive; // Clientwall disappears when inactive
-.float alpha_max, alpha_min;
-.float fade_start, fade_end, fade_vertical_offset;
-.float default_solid; // Variable to store default .solid for clientwalls
.float pain_finished; //Added by Supajoe
.float pain_frame; //"
-.float crouch; // Crouching or not?
.float superweapons_finished; // NOTE: this field is used only by map entities, it does not directly apply the superweapons stat
const .float air_finished = _STAT(AIR_FINISHED);
.float respawntimestart;
//.float chasecam;
-.float damageforcescale;
-const float MIN_DAMAGEEXTRARADIUS = 2;
-const float MAX_DAMAGEEXTRARADIUS = 16;
-.float damageextraradius;
-
//.float gravity;
.float dmg;
float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
.float spectatortime; //point in time since the client is spectating or observing
-void checkSpectatorBlock(entity this);
.float winning;
.float jointime; // time of connecting
.float alivetime; // time of being alive
.float motd_actived_time; // used for both motd and campaign_message
-int nJoinAllowed(entity this, entity ignore);
-
.float spawnshieldtime;
-.float item_spawnshieldtime;
.int playerid;
.float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
string gamemode_name;
-void FixIntermissionClient(entity e);
-void FixClientCvars(entity e);
-
-.float respawn_countdown; // next number to count
-
float bot_waypoints_for_items;
// speedrun: when 1, player auto teleports back when capture timeout happens
.bool canteamdamage;
-void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
-
// WEAPONTODO
#define DMG_NOWEP (weaponentities[0])
int sv_maxidle_slots;
bool sv_maxidle_slots_countbots;
-float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
-
// autotaunt system
.float cvar_cl_autotaunt;
.float cvar_cl_voice_directional;
//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);
-
.int projectiledeathtype;
.string message2;
.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)
-//vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
-
.bool wasplayer;
-float servertime, serverprevtime, serverframetime;
-
-.float ammo_fuel;
-
-//flood fields
-.float nickspamtime; // time of last nick change
-.float nickspamcount;
-.float floodcontrol_chat;
-.float floodcontrol_chatteam;
-.float floodcontrol_chattell;
-.float floodcontrol_voice;
-.float floodcontrol_voiceteam;
-
string matchid;
-bool radar_showennemies;
+bool radar_showenemies;
.int minelayer_mines;
.float vortex_charge;
const int FROZEN_TEMP_REVIVING = 2;
const int FROZEN_TEMP_DYING = 3;
-.int active;
-.void (entity this, int act_state) setactive;
.entity realowner;
//float serverflags;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
-void PlayerUseKey(entity this);
-
-USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
-.spawn_evalfunc_t spawn_evalfunc;
-
string modname;
-.int missile_flags;
-const int MIF_SPLASH = BIT(1);
-const int MIF_ARC = BIT(2);
-const int MIF_PROXY = BIT(3);
-const int MIF_GUIDED_MANUAL = BIT(4);
-const int MIF_GUIDED_HEAT = BIT(5);
-const int MIF_GUIDED_LASER = BIT(6);
-const int MIF_GUIDED_AI = BIT(7);
-const int MIF_GUIDED_TAG = BIT(7);
-const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
-const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG;
-const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI;
-
////
.string cvar_cl_physics;
-.void(entity this, entity player) init_for_player;
-
.WepSet dual_weapons;
IntrusiveList g_monsters;