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 play_time;
.float respawn_flags;
.float respawn_time;
+.float respawn_time_max;
.float death_time;
.float fade_time;
.float fade_rate;
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);
.string message2;
-vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
.float stat_allow_oldnexbeam;
// reset to 0 on weapon switch
.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 last_pickup;
-.float hit_time;
-.float typehit_time;
+.float hit_time;
+.float typehit_time;
.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