// Globals
-float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_bloodloss;
+float g_cloaked, g_footsteps, g_grappling_hook, g_minstagib;
float g_warmup_limit;
float g_warmup_allguns;
float g_warmup_allow_timeout;
float player_count;
float currentbots;
float bots_would_leave;
-float lms_lowest_lives;
-float lms_next_place;
-float LMS_NewPlayerLives();
void UpdateFrags(entity player, float f);
.float totalfrags;
//.float cnt2;
.float play_time;
+.float respawn_flags;
.float respawn_time;
.float death_time;
.float fade_time;
.float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
.string weaponname; // name of .weapon
+// WEAPONTODO
.float autoswitch;
-float weapon_action(float wpn, float wrequest);
+//float WEP_ACTION(float wpn, float wrequest);
float client_hasweapon(entity cl, float wpn, float andammo, float complain);
void w_clear();
void w_ready();
.float weapon_nextthink;
.void() weapon_think;
-//float PLAYER_WEAPONSELECTION_DELAY = );
-float PLAYER_WEAPONSELECTION_SPEED = 18;
-vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
-
// weapon states (self.weaponentity.state)
float WS_CLEAR = 0; // no weapon selected
float WS_RAISE = 1; // raise frame
.float spawnshieldtime;
-.float lms_nextcheck;
-.float lms_traveled_distance;
-
.entity flagcarried;
.float playerid;
string cvar_purechanges;
float cvar_purechanges_count;
-float game_starttime; //point in time when the countdown is over
+float game_starttime; //point in time when the countdown to game start is over
+float round_starttime; //point in time when the countdown to round start is over
.float stat_game_starttime;
+.float stat_round_starttime;
.float stat_sv_airaccel_qw;
.float stat_sv_airstrafeaccel_qw;
.float stat_shotorg; // networked stat for trueaim HUD
string matchid;
-.float hitplotfh;
.float last_pickup;
.float spectatee_status;
.float zoomstate;
-.float bloodloss_timer;
.float restriction;
.entity clientdata;
.float just_joined;
-.float cvar_cl_accuracy_data_share;
-.float cvar_cl_accuracy_data_receive;
-
.float cvar_cl_weaponimpulsemode;
.float selectweapon; // last selected weapon of the player
.void (float act_state) setactive;
.entity realowner;
-float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
-
float serverflags;
.float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
.float player_blocked;
.float freezetag_frozen;
-.float freezetag_revive_progress;
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.