float time;
float frametime;
-float player_localentnum; //the entnum
+float player_localentnum; //the entnum of the VIEW entity
float player_localnum; //the playernum
float maxclients; //a constant filled in by the engine. gah, portability eh?
float vid_conwidth, vid_conheight;
float binddb;
-// Announcer
-string announce_snd;
-
// QUALIFYING
float race_checkpoint;
float race_time;
// short mapname
string shortmapname;
-//remaining maptime announcer sounds, true when sound was already played
-float announcer_1min;
-float announcer_5min;
-
// database for misc stuff
float tempdb;
float ClientProgsDB;
float ticrate;
.float damageforcescale;
+#define MIN_DAMAGEEXTRARADIUS 2
+#define MAX_DAMAGEEXTRARADIUS 16
+.float damageextraradius;
.void(float thisdmg, float hittype, vector org, vector thisforce) event_damage;
// only for Porto
string w_deathtypestring;
vector w_org, w_backoff;
-float sniperrifle_scope;
+float rifle_scope;
float nex_scope;
float minelayer_maxmines;
float serverflags;
float uid2name_dialog;
+
+.float csqcmodel_isdead; // used by shownames and miscfunctions (float getplayerisdead(float) {}) to know when a player is dead
+
+#define player_currententnum (spectatee_status > 0 ? spectatee_status : player_localnum + 1)
+
+float g_balance_porto_secondary;