.float pain_frame; //"
.float crouch; // Crouching or not?
-const .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
+.float superweapons_finished; // NOTE: this field is used only by map entities, it does not directly apply the superweapons stat
+const .float air_finished = _STAT(AIR_FINISHED);
.float cnt; // used in too many places
.float count;
.float railgunhitsolidbackup;
.vector railgunhitloc;
-.float air_finished;
.float dmgtime;
.float killcount;
.float spectatortime; //point in time since the client is spectating or observing
void checkSpectatorBlock(entity this);
-float game_completion_ratio; // 0 at start, 1 near end
.float winning;
.float jointime; // time of connecting
.float startplaytime; // time of switching from spectator to player
IntrusiveList g_saved_team;
IntrusiveList g_monster_targets;
IntrusiveList g_pathlib_nodes;
+IntrusiveList g_moveables;
STATIC_INIT(defs)
{
g_monsters = IL_NEW();
g_saved_team = IL_NEW();
g_monster_targets = IL_NEW();
g_pathlib_nodes = IL_NEW();
+ g_moveables = IL_NEW();
}