.float dmg;
// for railgun damage (hitting multiple enemies)
-.float railgunhit;
+.bool railgunhit;
.float railgunhitsolidbackup;
.vector railgunhitloc;
.float team_saved;
-float some_spawn_has_been_used;
-float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
-float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
+bool some_spawn_has_been_used;
+int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
+int have_team_spawns_forteams; // if Xth bit is 1 then team X has spawns else it has no spawns; team 0 is the "no-team"
// set when showing a kill countdown
.entity killindicator;
.float vortex_charge = _STAT(VORTEX_CHARGE);
.float vortex_charge_rottime;
.float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL);
+.float okvortex_charge = _STAT(OVERKILL_VORTEX_CHARGE);
+.float okvortex_charge_rottime;
+.float okvortex_chargepool_ammo = _STAT(OVERKILL_VORTEX_CHARGEPOOL);
.float hagar_load = _STAT(HAGAR_LOAD);
.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
IntrusiveList g_ladders;
STATIC_INIT(g_ladders) { g_ladders = IL_NEW(); }
+
+IntrusiveList g_locations;
+STATIC_INIT(g_locations) { g_locations = IL_NEW(); }
+
+IntrusiveList g_saved_team;
+STATIC_INIT(g_saved_team) { g_saved_team = IL_NEW(); }
+
+IntrusiveList g_monster_targets;
+STATIC_INIT(g_monster_targets) { g_monster_targets = IL_NEW(); }
+
+IntrusiveList g_pathlib_nodes;
+STATIC_INIT(g_pathlib_nodes) { g_pathlib_nodes = IL_NEW(); }