#ifdef SVQC
#include "physics/movetypes/movetypes.qh"
+float warmup_limit;
#endif
REGISTER_STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, float)
// FIXME: Was 0 on server, 1 on client. Still want that?
REGISTER_STAT(MOVEVARS_ENTGRAVITY, float, (this.gravity) ? this.gravity : 1)
REGISTER_STAT(MOVEVARS_JUMPVELOCITY, float)
+ REGISTER_STAT(MOVEVARS_JUMPVELOCITY_CROUCH, float)
REGISTER_STAT(MOVEVARS_MAXAIRSPEED, float)
REGISTER_STAT(MOVEVARS_STEPHEIGHT, float, autocvar_sv_stepheight)
REGISTER_STAT(MOVEVARS_AIRACCEL_QW, float)
#pragma once
-float warmup_limit;
#include <common/weapons/_all.qh>
#include <common/stats.qh>
.float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn
+ .int killindicator_teamchange;
+
void PlayerUseKey(entity this);
USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));