//.float style;
//.float skill;
.float sounds;
+.float platmovetype;
.string killtarget;
.float jointime; // time of joining
.float alivetime; // time of being alive
-float isJoinAllowed();
+float nJoinAllowed(float includeMe);
#define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
//sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
.string weaponorder_byimpulse;
.float cvar_cl_allow_uid2name;
+.float cvar_cl_allow_uidtracking;
.string stored_netname;
void Announce(string snd);
.float last_pickup;
+.float hit_time;
+.float typehit_time;
+
.float stat_leadlimit;
float radar_showennemies;
float client_cefc_accumulatortime;
#endif
+..float current_ammo;
+
+.float weapon_load[WEP_MAXCOUNT]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(weapon_load);
+.float ammo_none; // used by the reloading system, must always be 0
.float clip_load;
.float old_clip_load;
.float clip_size;
-.float wish_reload;
-
-// weapon load persistence, for weapons that support reloading
-.float laser_load;
-.float shotgun_load;
-.float uzi_load;
-.float grenadelauncher_load;
-.float minelayer_load;
-.float electro_load;
-.float crylink_load;
-.float hlac_load;
-.float nex_load;
-.float minstanex_load;
-.float sniperrifle_load;
-.float seeker_load;
-.float hagar_load;
-.float fireball_load;
-.float rocketlauncher_load;
#define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
// when doing this, hagar can go through clones