.float cvar_cl_jetpack_jump;
.float cvar_cl_movement_track_canjump;
.float cvar_cl_newusekeysupported;
+.float cvar_cl_cts_noautoswitch;
+.bool cvar_cl_weapon_switch_reload;
+.bool cvar_cl_weapon_switch_fallback_to_impulse;
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
#else
#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
#endif
-#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, ent.(weaponentity).m_weapon.m_id, slot)
-
-// assault game mode: Which team is attacking in this round?
-float assault_attacker_team;
+#define ATTACK_FINISHED(ent, w) ATTACK_FINISHED_FOR(ent, ent.(w).m_weapon.m_id, weaponslot(w))
// speedrun: when 1, player auto teleports back when capture timeout happens
.float speedrunning;
.float ballistics_density; // wall piercing factor, larger = bullet can pass through more
+//const int FROZEN_NOT = 0;
+const int FROZEN_NORMAL = 1;
+const int FROZEN_TEMP_REVIVING = 2;
+const int FROZEN_TEMP_DYING = 3;
+
const int ACTIVE_NOT = 0;
const int ACTIVE_ACTIVE = 1;
const int ACTIVE_IDLE = 2;