// Globals
-float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss;
+float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_bloodloss;
float g_warmup_limit;
float g_warmup_allguns;
float g_warmup_allow_timeout;
float g_jetpack;
float sv_clones;
-float sv_gentle;
float sv_foginterval;
entity activator;
float maxclients;
+// flag set on worldspawn so that the code knows if it is dedicated or not
+float server_is_dedicated;
+
// Fields
.void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
void weapon_defaultspawnfunc(float wpn);
-string w_deathtypestring;
-
.vector dest1, dest2;
float gameover;
float intermission_exittime;
float alreadychangedlevel;
-
-.float runes;
-
// Keys player is holding
.float itemkeys;
// message delay for func_door locked by keys and key locks
.entity flagcarried;
-.entity lastrocket;
-
.float playerid;
float playerid_last;
.float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.string cvar_cl_weaponpriorities[10];
-#ifdef ALLOW_FORCEMODELS
-.float cvar_cl_forceplayermodels;
-.float cvar_cl_forceplayermodelsfromxonotic;
-float sv_clforceplayermodels;
-#endif
.float cvar_cl_gunalign;
.float cvar_cl_noantilag;
float startitem_failed;
-void DropAllRunes(entity pl);
-
-
typedef .float floatfield;
floatfield Item_CounterField(float it);
void FakeGlobalSound(string samplestring, float channel, float voicetype);
void VoiceMessage(string type, string message);
float GetPlayerSoundSampleField_notFound;
-.string GetVoiceMessageSampleField(string type)
+.string GetVoiceMessageSampleField(string type);
// autotaunt system
.float cvar_cl_autotaunt;
.float clip_load;
.float old_clip_load;
.float clip_size;
+
+.entity lastrocket;
.float minelayer_mines;
+.float nex_charge;
+.float nex_charge_rottime;
+.float nex_chargepool_ammo;
+.float hagar_load;
.float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
#define ACTIVE_BUSY 2
#define ACTIVE_TOGGLE 3
.float active;
-.float (float act_state) setactive;
+.void (float act_state) setactive;
.entity realowner;
-.float nex_charge;
-.float nex_charge_rottime;
-.float nex_chargepool_ammo;
-
-.float hagar_load;
-
float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
float serverflags;