void weapon_defaultspawnfunc(float wpn);
string w_deathtypestring;
-float w_deathtype;
void(entity client, string s) centerprint_builtin = #73;
.vector dest1, dest2;
.entity flagcarried;
.entity lastrocket;
-.entity lastmine;
.float playerid;
float playerid_last;
.float cvar_cl_gunalign;
.float cvar_cl_noantilag;
+.string weaponorder_byimpulse;
+
+.float cvar_cl_allow_uid2name;
+.string stored_netname;
+
void Announce(string snd);
void AnnounceTo(entity e, string snd);
.string fog;
string cvar_changes;
+string cvar_purechanges;
+float cvar_purechanges_count;
float game_starttime; //point in time when the countdown is over
.float stat_game_starttime;
.float stats_hit[WEP_MAXCOUNT]; // for hitscan bullets hit
.float stats_fired[WEP_MAXCOUNT]; // for hitscan bullets fired
+.float last_pickup;
+
FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_hit);
FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(stats_fired);