// Globals
-float g_cloaked, g_footsteps, g_grappling_hook, g_minstagib;
+float g_cloaked, g_footsteps, g_grappling_hook, g_instagib;
float g_warmup_limit;
float g_warmup_allguns;
float g_warmup_allow_timeout;
-float g_race_qualifying;
float warmup_stage;
float g_pickup_respawntime_weapon;
float g_pickup_respawntime_superweapon;
.float pain_finished; //Added by Supajoe
.float pain_frame; //"
-.float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
.float crouch; // Crouching or not?
.float strength_finished;
.float dmgtime;
.float killcount;
-.float hitsound, typehitsound;
+.float damage_dealt, typehitsound;
.float watersound_finished;
.float iscreature;
_VOICEMSG(death) \
_VOICEMSG(drown) \
_VOICEMSG(fall) \
- _VOICEMSG(fall) \
_VOICEMSG(falling) \
_VOICEMSG(gasp) \
_VOICEMSG(jump) \
.string message2;
-.float stat_allow_oldnexbeam;
+.float stat_allow_oldvortexbeam;
// reset to 0 on weapon switch
// may be useful to all weapons
float servertime, serverprevtime, serverframetime;
-.entity soundentity;
-
.float ammo_fuel;
.vector prevorigin;
.float hit_time;
.float typehit_time;
+.float damage_dealt_total;
+
.float stat_leadlimit;
float radar_showennemies;
.float player_blocked;
-.float freezetag_frozen;
+.float frozen; // for freeze attacks
+.float 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 frozen_by; // for ice fields
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.