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 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 nJoinAllowed(entity ignore);
.float spawnshieldtime;
+.float item_spawnshieldtime;
.entity flagcarried;
.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;
.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.