.float dmg;
// for railgun damage (hitting multiple enemies)
-.float railgunhit;
+.bool railgunhit;
.float railgunhitsolidbackup;
.vector railgunhitloc;
.float dmgtime;
.float killcount;
-.float damage_dealt, typehitsound;
+.float damage_dealt, typehitsound, killsound;
.float watersound_finished;
.float iscreature;
.float hit_time = _STAT(HIT_TIME);
.float typehit_time = _STAT(TYPEHIT_TIME);
+.float kill_time = _STAT(KILL_TIME);
.float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL);
.float vortex_charge = _STAT(VORTEX_CHARGE);
.float vortex_charge_rottime;
.float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL);
+.float okvortex_charge = _STAT(OVERKILL_VORTEX_CHARGE);
+.float okvortex_charge_rottime;
+.float okvortex_chargepool_ammo = _STAT(OVERKILL_VORTEX_CHARGEPOOL);
.float hagar_load = _STAT(HAGAR_LOAD);
.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
.void(entity this, entity player) init_for_player;
+.WepSet dual_weapons;
+
IntrusiveList g_monsters;
STATIC_INIT(g_monsters) { g_monsters = IL_NEW(); }
IntrusiveList g_damagedbycontents;
STATIC_INIT(g_damagedbycontents) { g_damagedbycontents = IL_NEW(); }
+
+IntrusiveList g_railgunhit;
+STATIC_INIT(g_railgunhit) { g_railgunhit = IL_NEW(); }
+
+IntrusiveList g_ladders;
+STATIC_INIT(g_ladders) { g_ladders = IL_NEW(); }
+
+IntrusiveList g_locations;
+STATIC_INIT(g_locations) { g_locations = IL_NEW(); }
+
+IntrusiveList g_saved_team;
+STATIC_INIT(g_saved_team) { g_saved_team = IL_NEW(); }