.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 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
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
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);
void SUB_UseTargets(entity this, entity actor, entity trigger);
.void(entity this) reset; // if set, an entity is reset using this
void SUB_UseTargets(entity this, entity actor, entity trigger);
.void(entity this) reset; // if set, an entity is reset using this
USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
.spawn_evalfunc_t spawn_evalfunc;
USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
.spawn_evalfunc_t spawn_evalfunc;
-.float init_for_player_needed;
-.void(entity) init_for_player;
+.bool init_for_player_needed;
+.void(entity this, entity player) init_for_player;