.float pain_frame; //"
.float crouch; // Crouching or not?
-.float strength_finished = _STAT(STRENGTH_FINISHED);
-.float invincible_finished = _STAT(INVINCIBLE_FINISHED);
.float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
.float cnt; // used in too many places
.float dmgtime;
.float killcount;
-.float damage_dealt, typehitsound;
+.float damage_dealt, typehitsound, killsound;
.float watersound_finished;
.float iscreature;
void weapon_defaultspawnfunc(entity this, Weapon e);
-float gameover;
float intermission_running;
float intermission_exittime;
float alreadychangedlevel;
.float hit_time = _STAT(HIT_TIME);
.float typehit_time = _STAT(TYPEHIT_TIME);
+.float kill_time = _STAT(KILL_TIME);
.float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL);
.float vortex_charge = _STAT(VORTEX_CHARGE);
.float vortex_charge_rottime;
.float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL);
+.float okvortex_charge = _STAT(OVERKILL_VORTEX_CHARGE);
+.float okvortex_charge_rottime;
+.float okvortex_chargepool_ammo = _STAT(OVERKILL_VORTEX_CHARGEPOOL);
.float hagar_load = _STAT(HAGAR_LOAD);
.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
.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 weapon_blocked; // weapon use disabled
.float revive_progress = _STAT(REVIVE_PROGRESS);
.float revival_time; // time at which player was last revived
.void(entity this, entity player) init_for_player;
+.WepSet dual_weapons;
+
IntrusiveList g_monsters;
STATIC_INIT(g_monsters) { g_monsters = IL_NEW(); }