--- /dev/null
+.entity movetarget;
+.float pausetime;
+
+.void() th_stand;
+.void() th_walk;
+.void() th_run;
+.float() th_missile; // LordHavoc: changed from void() to float(), returns true if attacking
+.void() th_melee;
+//.void(entity attacker, float damage, float damgtype, string dethtype) th_pain; // TODO Xonotic uses event_damage
+//.void() th_die; // TODO never called directly by Xonotic
+.entity oldenemy; // mad at this player before taking damage
+entity newmis; // launch_spike sets this after spawning it
+
+// range values
+float RANGE_MELEE = 0;
+float RANGE_NEAR = 1;
+float RANGE_MID = 2;
+float RANGE_FAR = 3;
+
+float DMG_KNIGHT_MELEE_BASE = 0;
+float DMG_KNIGHT_MELEE_RANDOM1 = 3;
+float DMG_KNIGHT_MELEE_RANDOM2 = 3;
+float DMG_KNIGHT_MELEE_RANDOM3 = 3;
+
+.float show_hostile;
+ // set to time+0.2 whenever a client fires a
+ // weapon or takes damage. Used to alert
+ // monsters that otherwise would let the player go
+
+float movedist;
+.float lefty;
+.float search_time;
+.float attack_state;
+
+float AS_STRAIGHT = 1;
+float AS_SLIDING = 2;
+float AS_MELEE = 3;
+float AS_MISSILE = 4;
+
+float SKILL4_MINALPHA = 0.4;
+
+float monsterwander;
+//#NO AUTOCVARS START
+/*
+ monsterwander = cvar("monsterwander");
+ // monsterwander is always on in skill 5
+ if (skill >= 5)
+ monsterwander = TRUE;
+*/
+//#NO AUTOCVARS END
+
+.float candrown;
+
+.void(vector org, float bodydamage, float armordamage, vector vel, float damgtype) bleedfunc;
+void(vector org, float bodydamage, float armordamage, vector vel, float damgtype) genericbleedfunc;