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;
.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 WEP_ACTION(float wpn, float wrequest);
+float weapon_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 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
.float stat_shotorg; // networked stat for trueaim HUD
string matchid;
+.float hitplotfh;
.float last_pickup;
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 vortex_charge;
-.float vortex_charge_rottime;
-.float vortex_chargepool_ammo;
+.float nex_charge;
+.float nex_charge_rottime;
+.float nex_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.