.float crouch; // Crouching or not?
const .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
.float crouch; // Crouching or not?
const .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
.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;
IntrusiveList g_saved_team;
IntrusiveList g_monster_targets;
IntrusiveList g_pathlib_nodes;
IntrusiveList g_saved_team;
IntrusiveList g_monster_targets;
IntrusiveList g_pathlib_nodes;