.float spectatortime; //point in time since the client is spectating or observing
void checkSpectatorBlock(entity this);
.float spectatortime; //point in time since the client is spectating or observing
void checkSpectatorBlock(entity this);
.float winning;
.float jointime; // time of connecting
.float startplaytime; // time of switching from spectator to player
.float winning;
.float jointime; // time of connecting
.float startplaytime; // time of switching from spectator to player
.float cvar_cl_clippedspectating;
.float cvar_cl_autoscreenshot;
.float cvar_cl_jetpack_jump;
.float cvar_cl_clippedspectating;
.float cvar_cl_autoscreenshot;
.float cvar_cl_jetpack_jump;
bool independent_players;
#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
#define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
bool independent_players;
#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
#define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
.float weapon_load[Weapons_MAX];
.int ammo_none; // used by the reloading system, must always be 0
.int clip_load;
.float weapon_load[Weapons_MAX];
.int ammo_none; // used by the reloading system, must always be 0
.int clip_load;
IntrusiveList g_saved_team;
IntrusiveList g_monster_targets;
IntrusiveList g_pathlib_nodes;
IntrusiveList g_saved_team;
IntrusiveList g_monster_targets;
IntrusiveList g_pathlib_nodes;