float g_race_qualifying;
float inWarmupStage;
float g_pickup_respawntime_weapon;
+float g_pickup_respawntime_superweapon;
float g_pickup_respawntime_ammo;
float g_pickup_respawntime_short;
float g_pickup_respawntime_medium;
float g_pickup_respawntime_long;
float g_pickup_respawntime_powerup;
float g_pickup_respawntimejitter_weapon;
+float g_pickup_respawntimejitter_superweapon;
float g_pickup_respawntimejitter_ammo;
float g_pickup_respawntimejitter_short;
float g_pickup_respawntimejitter_medium;
.float crouch; // Crouching or not?
.float strength_finished;
-//.float speed_finished;
.float invincible_finished;
-//.float slowmo_finished;
+.float superweapons_finished;
.vector finaldest, finalangle; //plat.qc stuff
.void() think1;
//.float cnt2;
.float play_time;
+.float respawn_time;
.float death_time;
-.float dead_frame;
.float fade_time;
.float fade_rate;
.vector anim_runbackwards; // player running backward
.vector anim_strafeleft; // player shuffling left quickly
.vector anim_straferight; // player shuffling right quickly
-.vector anim_dead1; // player dead (must be identical to last frame of die1)
-.vector anim_dead2; // player dead (must be identical to last frame of die2)
+//.vector anim_dead1; // player dead (must be identical to last frame of die1)
+//.vector anim_dead2; // player dead (must be identical to last frame of die2)
.vector anim_forwardright; // player running forward and right
.vector anim_forwardleft; // player running forward and left
.vector anim_backright; // player running backward and right
//.float chasecam;
.float damageforcescale;
+#define MIN_DAMAGEEXTRARADIUS 2
+#define MAX_DAMAGEEXTRARADIUS 16
+.float damageextraradius;
//.float gravity;
.float version;
-// minstagib vars
-.float jump_interval; // laser refire
-
//swamp
.float in_swamp; // bool
.entity swampslug; // Uses this to release from swamp ("untouch" fix)
typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
.spawn_evalfunc_t spawn_evalfunc;
+
+.entity conveyor;