float maxclients;
-float server_is_local; // innocent until proven guilty by ClientConnect() in cl_client.qc
+// flag set on worldspawn so that the code knows if it is dedicated or not
+float server_is_dedicated;
// Fields
//.float cnt2;
.float play_time;
+.float respawn_flags;
.float respawn_time;
.float death_time;
.float fade_time;
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
float startitem_failed;
-void DropAllRunes(entity pl);
-
-
typedef .float floatfield;
floatfield Item_CounterField(float it);
string cvar_purechanges;
float cvar_purechanges_count;
-float game_starttime; //point in time when the countdown 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
.float stat_game_starttime;
+.float stat_round_starttime;
.float stat_sv_airaccel_qw;
.float stat_sv_airstrafeaccel_qw;
.void (float act_state) setactive;
.entity realowner;
-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;
.float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
.float player_blocked;
.float freezetag_frozen;
-.float freezetag_revive_progress;
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.