void w_ready();
// VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
.float weapon_nextthink;
-.float weapon_forbidchange;
.void() weapon_think;
//float PLAYER_WEAPONSELECTION_DELAY = );
string w_deathtypestring;
-void(entity client, string s) centerprint_builtin = #73;
.vector dest1, dest2;
float gameover;
.float runes;
-.float welcomemessage_time;
.float version;
// minstagib vars
void timeoutHandler_Think();
void evaluateTimeout();
void evaluateTimein();
-string getTimeoutText(float addOneSecond);
.float spawnshieldtime;
.float() customizeentityforclient;
.float cvar_cl_handicap;
.float cvar_cl_playerdetailreduction;
-.float cvar_scr_centertime;
+.float cvar_cl_clippedspectating;
+
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.string cvar_cl_weaponpriorities[10];
float weaponsInMap;
-void centerprint_atprio(entity e, float prio, string s);
-void centerprint_expire(entity e, float prio);
-void centerprint(entity e, string s);
-
.float respawn_countdown; // next number to count
float bot_waypoints_for_items;
// speedrun: when 1, player auto teleports back when capture timeout happens
.float speedrunning;
-// Q3 support
-float q3acompat_machineshotgunswap;
-
// database
float ServerProgsDB;
float TemporaryDB;