#include <common/sounds/all.qh>
bool autocvar__notarget;
+bool autocvar_sv_show_entnum;
int autocvar_g_balance_armor_start;
float autocvar_g_balance_pause_armor_rot_spawn;
float autocvar_g_balance_pause_fuel_rot_spawn;
int autocvar_spawn_debug;
string autocvar_sv_motd;
int autocvar_sv_name_maxlength = 64;
+string autocvar_sv_quickmenu_file;
bool autocvar_sv_servermodelsonly;
+bool autocvar_sv_showspectators;
int autocvar_sv_spectate;
bool autocvar_sv_teamnagger;
float autocvar_sv_player_scale;
-bool autocvar_sv_showspectators;
// WEAPONTODO
.string weaponorder_byimpulse;
ATTRIB(Client, specialcommand_pos, int, this.specialcommand_pos);
ATTRIB(Client, hitplotfh, int, this.hitplotfh);
ATTRIB(Client, clientdata, entity, this.clientdata);
- ATTRIB(Client, cmd_floodcount, int, this.cmd_floodcount);
ATTRIB(Client, cmd_floodtime, float, this.cmd_floodtime);
ATTRIB(Client, wasplayer, bool, this.wasplayer);
ATTRIB(Client, weaponorder_byimpulse, string, this.weaponorder_byimpulse);
bool PlayerInList(entity player, string list);
+bool PlayerInIDList(entity p, string idlist);
+
+bool PlayerInIPList(entity p, string iplist);
+
void ClientData_Touch(entity e);
int nJoinAllowed(entity this, entity ignore);
void FixPlayermodel(entity player);
+void GiveWarmupResources(entity this);
+
void ClientInit_misc(entity this);
int GetPlayerLimit();