.float strength_finished = _STAT(STRENGTH_FINISHED);
.float invincible_finished = _STAT(INVINCIBLE_FINISHED);
-.float superweapons_finished;
+.float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
.float cnt; // used in too many places
.float count;
//.int weapon; // current weapon
.int switchweapon = _STAT(SWITCHWEAPON);
-.int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
+.int switchingweapon = _STAT(SWITCHINGWEAPON); // weapon currently being switched to (is copied from switchweapon once switch is possible)
.string weaponname; // name of .weapon
// WEAPONTODO
.float cvar_cl_clippedspectating;
.float cvar_cl_autoscreenshot;
.float cvar_cl_jetpack_jump;
-.float cvar_cl_movement_track_canjump;
+.float cvar_cl_movement_track_canjump = _STAT(MOVEVARS_CL_TRACK_CANJUMP);
.float cvar_cl_newusekeysupported;
.string cvar_g_xonoticversion;
// WEAPONTODO: remove this
WepSet weaponsInMap;
-.WepSet weaponsinmap;
+#define weapons _STAT(WEAPONS)
+#define weaponsinmap _STAT(WEAPONSINMAP)
.float respawn_countdown; // next number to count
string clientstuff;
.float phase;
-.int pressedkeys;
+.int pressedkeys = _STAT(PRESSED_KEYS);
.string fog;
float game_starttime; //point in time when the countdown to game start is over
float round_starttime; //point in time when the countdown to round start is over
.float stat_game_starttime = _STAT(GAMESTARTTIME);
-.float stat_round_starttime;
+.float stat_round_starttime = _STAT(ROUNDSTARTTIME);
void W_Porto_Remove (entity p);
.string message2;
-.float stat_allow_oldvortexbeam;
+.bool stat_allow_oldvortexbeam = _STAT(ALLOW_OLDVORTEXBEAM);
// reset to 0 on weapon switch
// may be useful to all weapons
.float floodcontrol_voice;
.float floodcontrol_voiceteam;
-.float stat_shotorg; // networked stat for trueaim HUD
+.float stat_shotorg = _STAT(SHOTORG); // networked stat for trueaim HUD
string matchid;
-.float last_pickup;
+.float last_pickup = _STAT(LAST_PICKUP);
-.float hit_time;
-.float typehit_time;
+.float hit_time = _STAT(HIT_TIME);
+.float typehit_time = _STAT(TYPEHIT_TIME);
-.float damage_dealt_total;
+.float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL);
-.float stat_leadlimit;
+.float stat_leadlimit = _STAT(LEADLIMIT);
bool radar_showennemies;
.float weapon_load[Weapons_MAX];
.int ammo_none; // used by the reloading system, must always be 0
-.float clip_load;
+.float clip_load = _STAT(WEAPON_CLIPLOAD);
.float old_clip_load;
-.float clip_size;
+.float clip_size = _STAT(WEAPON_CLIPSIZE);
-.float minelayer_mines;
-.float vortex_charge;
+.float minelayer_mines = _STAT(LAYED_MINES);
+.float vortex_charge = _STAT(VORTEX_CHARGE);
.float vortex_charge_rottime;
-.float vortex_chargepool_ammo;
-.float hagar_load;
+.float vortex_chargepool_ammo = _STAT(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 player_blocked;
.float weapon_blocked; // weapon use disabled
-.float frozen; // for freeze attacks
-.float revive_progress;
+.float frozen = _STAT(FROZEN); // for freeze attacks
+.float revive_progress = _STAT(REVIVE_PROGRESS);
.float revival_time; // time at which player was last revived
.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
.entity iceblock;
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
-.float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
+.float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn
void PlayerUseKey();