entity timeoutInitiator; // contains the entity of the player who started the last timeout\r
float orig_slowmo; // contains the value of cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily\r
.vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed\r
+.vector leanangle_damage_loc, leanangle_damage_force; // used for leaning the player model\r
entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds\r
void timeoutHandler_Think();\r
void evaluateTimeout();\r
\r
.float() customizeentityforclient;\r
.float cvar_cl_handicap;\r
+.float cvar_cl_clippedspectating;\r
.float cvar_scr_centertime;\r
.float cvar_cl_shownames;\r
.string cvar_g_voretournamentversion;\r
_VOICEMSG(fall) \\r
_VOICEMSG(drown) \\r
_VOICEMSG(gasp) \\r
+ _VOICEMSG(grab) \\r
_VOICEMSG(swallow) \\r
_VOICEMSG(digest) \\r
_VOICEMSG(regurgitate) \\r
void UpdatePlayerSounds();\r
void ClearPlayerSounds();\r
void PlayerSound(entity player, .string samplefield, float channel, float voicetype);\r
-void GlobalSound(string samplestring, float channel, float voicetype);\r
+void GlobalSound(string samplestring, float channel, float voicetype, float vol);\r
void VoiceMessage(string type, string message);\r
\r
// autotaunt system\r
.float stats_fired[WEP_MAXCOUNT]; // for hitscan bullets fired\r
\r
.float stat_sbring1_type, stat_sbring1_clip, stat_sbring2_type, stat_sbring2_clip;\r
+.float stat_crosshair_style;\r
\r
.float stat_leadlimit;\r
\r
.float old_clip_load;\r
.float clip_size;\r
\r
+.float grabber_stunned;\r
+\r
#define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE\r
// #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX\r
\r