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 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;
.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 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.