.float dmg;
// for railgun damage (hitting multiple enemies)
-.float railgunhit;
+.bool railgunhit;
.float railgunhitsolidbackup;
.vector railgunhitloc;
.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(); }