.float inactive; // Clientwall disappears when inactive
.float alpha_max, alpha_min;
.float fade_start, fade_end, fade_vertical_offset;
-.float default_solid; // Variable to store default self.solid for clientwalls
+.float default_solid; // Variable to store default .solid for clientwalls
.float pain_finished; //Added by Supajoe
.float pain_frame; //"
.float fade_time;
.float fade_rate;
-void() player_setupanimsformodel;
+void player_setupanimsformodel(entity this);
.string mdl;
float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
.float spectatortime; //point in time since the client is spectating or observing
-void checkSpectatorBlock();
+void checkSpectatorBlock(entity this);
float game_completion_ratio; // 0 at start, 1 near end
.float winning;
.float parm_idlesince;
float sv_maxidle;
float sv_maxidle_spectatorsareidle;
+int sv_maxidle_slots;
+bool sv_maxidle_slots_countbots;
float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
.float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn
-void PlayerUseKey();
+void PlayerUseKey(entity this);
USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));
.spawn_evalfunc_t spawn_evalfunc;