int autocvar_g_balance_armor_start;
float autocvar_g_balance_pause_armor_rot_spawn;
float autocvar_g_balance_pause_fuel_rot_spawn;
int autocvar_g_balance_armor_start;
float autocvar_g_balance_pause_armor_rot_spawn;
float autocvar_g_balance_pause_fuel_rot_spawn;
int autocvar_sv_spectate;
bool autocvar_sv_teamnagger;
float autocvar_sv_player_scale;
int autocvar_sv_spectate;
bool autocvar_sv_teamnagger;
float autocvar_sv_player_scale;
CLASS(Client, Object)
/** Client name */
ATTRIB(Client, netname, string, this.netname);
CLASS(Client, Object)
/** Client name */
ATTRIB(Client, netname, string, this.netname);
ATTRIB(Client, specialcommand_pos, int, this.specialcommand_pos);
ATTRIB(Client, hitplotfh, int, this.hitplotfh);
ATTRIB(Client, clientdata, entity, this.clientdata);
ATTRIB(Client, specialcommand_pos, int, this.specialcommand_pos);
ATTRIB(Client, hitplotfh, int, this.hitplotfh);
ATTRIB(Client, clientdata, entity, this.clientdata);
ATTRIB(Client, cmd_floodtime, float, this.cmd_floodtime);
ATTRIB(Client, wasplayer, bool, this.wasplayer);
ATTRIB(Client, weaponorder_byimpulse, string, this.weaponorder_byimpulse);
ATTRIB(Client, cmd_floodtime, float, this.cmd_floodtime);
ATTRIB(Client, wasplayer, bool, this.wasplayer);
ATTRIB(Client, weaponorder_byimpulse, string, this.weaponorder_byimpulse);
void ClientData_Touch(entity e);
int nJoinAllowed(entity this, entity ignore);
void ClientData_Touch(entity e);
int nJoinAllowed(entity this, entity ignore);