float g_jetpack;
float sv_clones;
-float sv_gentle;
float sv_foginterval;
entity activator;
float maxclients;
+float server_is_local; // innocent until proven guilty by ClientConnect() in cl_client.qc
+
// Fields
.void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
void FakeGlobalSound(string samplestring, float channel, float voicetype);
void VoiceMessage(string type, string message);
float GetPlayerSoundSampleField_notFound;
-.string GetVoiceMessageSampleField(string type)
+.string GetVoiceMessageSampleField(string type);
// autotaunt system
.float cvar_cl_autotaunt;
#define ACTIVE_BUSY 2
#define ACTIVE_TOGGLE 3
.float active;
-.float (float act_state) setactive;
+.void (float act_state) setactive;
.entity realowner;
.float nex_charge;
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
+.float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
+
void PlayerUseKey();
typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;