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;
.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;