.float crouch; // Crouching or not?
const .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
+const .float air_finished_stat = _STAT(AIR_FINISHED);
.float cnt; // used in too many places
.float count;
float default_weapon_alpha;
.float cvar_cl_handicap;
+.int cvar_cl_gunalign;
.float cvar_cl_clippedspectating;
.float cvar_cl_autoscreenshot;
.float cvar_cl_jetpack_jump;
.float cvar_cl_allow_uid2name;
.float cvar_cl_allow_uidtracking;
+.bool cvar_cl_allow_uidranking;
.string stored_netname;
string gamemode_name;
void FixIntermissionClient(entity e);
void FixClientCvars(entity e);
-// WEAPONTODO: remove this
-//WepSet weaponsInMap;
-
.float respawn_countdown; // next number to count
float bot_waypoints_for_items;
bool independent_players;
#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
#define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
-#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID))
+#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_OUT_OF_GAME))
string clientstuff;
.float phase;
bool radar_showennemies;
-#ifdef PROFILING
-float client_cefc_accumulator;
-float client_cefc_accumulatortime;
-#endif
-
.float weapon_load[Weapons_MAX];
.int ammo_none; // used by the reloading system, must always be 0
.int clip_load;
.float cvar_cl_weaponimpulsemode;
.int selectweapon; // last selected weapon of the player
-.float ballistics_density; // wall piercing factor, larger = bullet can pass through more
+.float ballistics_density;
//const int FROZEN_NOT = 0;
const int FROZEN_NORMAL = 1;
IntrusiveList g_saved_team;
IntrusiveList g_monster_targets;
IntrusiveList g_pathlib_nodes;
+IntrusiveList g_moveables;
STATIC_INIT(defs)
{
g_monsters = IL_NEW();
g_saved_team = IL_NEW();
g_monster_targets = IL_NEW();
g_pathlib_nodes = IL_NEW();
+ g_moveables = IL_NEW();
}