.float inactive; // Clientwall disappears when inactive
.float alpha_max, alpha_min;
.float fade_start, fade_end, fade_vertical_offset;
.float inactive; // Clientwall disappears when inactive
.float alpha_max, alpha_min;
.float fade_start, fade_end, fade_vertical_offset;
float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
.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)
.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)
.bool init_for_player_needed;
.void(entity this, entity player) init_for_player;
.bool init_for_player_needed;
.void(entity this, entity player) init_for_player;