float g_race_qualifying;
float inWarmupStage;
float g_pickup_respawntime_weapon;
+float g_pickup_respawntime_superweapon;
float g_pickup_respawntime_ammo;
float g_pickup_respawntime_short;
float g_pickup_respawntime_medium;
float g_pickup_respawntime_long;
float g_pickup_respawntime_powerup;
float g_pickup_respawntimejitter_weapon;
+float g_pickup_respawntimejitter_superweapon;
float g_pickup_respawntimejitter_ammo;
float g_pickup_respawntimejitter_short;
float g_pickup_respawntimejitter_medium;
.float crouch; // Crouching or not?
.float strength_finished;
-//.float speed_finished;
.float invincible_finished;
-//.float slowmo_finished;
+.float superweapons_finished;
.vector finaldest, finalangle; //plat.qc stuff
.void() think1;
//.float cnt2;
.float play_time;
+.float respawn_time;
.float death_time;
.float fade_time;
.float fade_rate;
.float version;
-// minstagib vars
-.float jump_interval; // laser refire
-
//swamp
.float in_swamp; // bool
.entity swampslug; // Uses this to release from swamp ("untouch" fix)
// footstep interval
.float nextstep;
-.float ready;
-#define RESTART_COUNTDOWN 10
-float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
-entity restartTimer;
-void restartTimer_Think();
float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
.float spectatortime; //point in time since the client is spectating or observing
void checkSpectatorBlock();
float nJoinAllowed(float includeMe);
#define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
-//sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
-#define TIMEOUT_SLOWMO_VALUE 0.0001
-float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
-float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
-float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
-float timeoutStatus; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2)
-.float allowedTimeouts; // contains the number of allowed timeouts for each player
-entity timeoutInitiator; // contains the entity of the player who started the last timeout
-float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
-.vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
-entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
-void timeoutHandler_Think();
-void evaluateTimeout();
-void evaluateTimein();
-
.float spawnshieldtime;
.float lms_nextcheck;