// 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 maxclients;
// flag set on worldspawn so that the code knows if it is dedicated or not
-float server_is_dedicated;
+float server_is_dedicated;
// Fields
//.float style;
//.float skill;
.float sounds;
-.float platmovetype;
+.string platmovetype;
+.float platmovetype_start, platmovetype_end;
.string killtarget;
.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;
.string item_pickupsound;
// definitions for weaponsystem
-
+// more WEAPONTODO: move these to their proper files
.entity weaponentity;
.entity exteriorweaponentity;
.vector weaponentity_glowmod;
.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 = );
-const float PLAYER_WEAPONSELECTION_SPEED = 18;
-const vector PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
// weapon states (self.weaponentity.state)
const float WS_CLEAR = 0; // no weapon selected
float nJoinAllowed(entity ignore);
.float spawnshieldtime;
+.float item_spawnshieldtime;
.entity flagcarried;
float startitem_failed;
-typedef .float floatfield;
-floatfield Item_CounterField(float it);
-
-float W_AmmoItemCode(float wpn);
-string W_Name(float weaponid);
string W_Apply_Weaponreplace(string in);
void FixIntermissionClient(entity e);
void FixClientCvars(entity e);
+// WEAPONTODO: remove this
WepSet weaponsInMap;
.float respawn_countdown; // next number to count
_VOICEMSG(death) \
_VOICEMSG(drown) \
_VOICEMSG(fall) \
- _VOICEMSG(fall) \
_VOICEMSG(falling) \
_VOICEMSG(gasp) \
_VOICEMSG(jump) \
.string message2;
-vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
-.float stat_allow_oldnexbeam;
+.float stat_allow_oldvortexbeam;
// reset to 0 on weapon switch
// may be useful to all weapons
.string target2;
.string target3;
.string target4;
+.string curvetarget;
.float target_random;
.float trigger_reverse;
-// Nexball
+// Nexball
.entity ballcarried; // Also used for keepaway
.float metertime;
float g_nexball_meter_period;
float servertime, serverprevtime, serverframetime;
-.entity soundentity;
-
.float ammo_fuel;
.vector prevorigin;
.float stat_shotorg; // networked stat for trueaim HUD
string matchid;
-.float hitplotfh;
.float last_pickup;
-.float hit_time;
-.float typehit_time;
+.float hit_time;
+.float typehit_time;
+
+.float damage_dealt_total;
.float stat_leadlimit;
float client_cefc_accumulatortime;
#endif
-..float current_ammo;
-
.float weapon_load[WEP_MAXCOUNT];
.float ammo_none; // used by the reloading system, must always be 0
.float clip_load;
.entity lastrocket;
.float minelayer_mines;
-.float nex_charge;
-.float nex_charge_rottime;
-.float nex_chargepool_ammo;
+.float vortex_charge;
+.float vortex_charge_rottime;
+.float vortex_chargepool_ammo;
.float hagar_load;
.float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
.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
.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.