-/** weapon requested to switch to; next WANTED weapon (for HUD) */
-REGISTER_STAT(SWITCHWEAPON, int)
-/** weapon currently being switched to (is copied from switchweapon once switch is possible) */
-REGISTER_STAT(SWITCHINGWEAPON, int)
-REGISTER_STAT(WEAPON_NEXTTHINK, float)
float W_WeaponRateFactor(entity this);
#endif
REGISTER_STAT(WEAPONRATEFACTOR, float, W_WeaponRateFactor(this))
float W_WeaponRateFactor(entity this);
#endif
REGISTER_STAT(WEAPONRATEFACTOR, float, W_WeaponRateFactor(this))
REGISTER_STAT(HEALING_ORB, float)
REGISTER_STAT(HEALING_ORB_ALPHA, float)
REGISTER_STAT(PLASMA, int)
REGISTER_STAT(HEALING_ORB, float)
REGISTER_STAT(HEALING_ORB_ALPHA, float)
REGISTER_STAT(PLASMA, int)
REGISTER_STAT(FROZEN, int)
REGISTER_STAT(REVIVE_PROGRESS, float)
REGISTER_STAT(ROUNDLOST, int)
REGISTER_STAT(BUFF_TIME, float)
REGISTER_STAT(CTF_FLAGSTATUS, int)
REGISTER_STAT(FROZEN, int)
REGISTER_STAT(REVIVE_PROGRESS, float)
REGISTER_STAT(ROUNDLOST, int)
REGISTER_STAT(BUFF_TIME, float)
REGISTER_STAT(CTF_FLAGSTATUS, int)
REGISTER_STAT(ENTRAP_ORB, float)
REGISTER_STAT(ENTRAP_ORB_ALPHA, float)
REGISTER_STAT(ITEMSTIME, int, autocvar_sv_itemstime)
REGISTER_STAT(ENTRAP_ORB, float)
REGISTER_STAT(ENTRAP_ORB_ALPHA, float)
REGISTER_STAT(ITEMSTIME, int, autocvar_sv_itemstime)
REGISTER_STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, float)
REGISTER_STAT(MOVEVARS_AIRSTRAFEACCEL_QW, float)
REGISTER_STAT(MOVEVARS_AIRCONTROL_POWER, float)
REGISTER_STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, float)
REGISTER_STAT(MOVEVARS_AIRSTRAFEACCEL_QW, float)
REGISTER_STAT(MOVEVARS_AIRCONTROL_POWER, float)
noref bool autocvar_sv_gameplayfix_nogravityonground;
REGISTER_STAT(MOVEFLAGS, int, MOVEFLAG_VALID
| (autocvar_sv_gameplayfix_q2airaccelerate ? MOVEFLAG_Q2AIRACCELERATE : 0)
noref bool autocvar_sv_gameplayfix_nogravityonground;
REGISTER_STAT(MOVEFLAGS, int, MOVEFLAG_VALID
| (autocvar_sv_gameplayfix_q2airaccelerate ? MOVEFLAG_Q2AIRACCELERATE : 0)