void ClearPlayerSounds();
void PlayerSound(.string samplefield, float channel, float voicetype);
void GlobalSound(string samplestring, float channel, float voicetype);
+void FakeGlobalSound(string samplestring, float channel, float voicetype);
void VoiceMessage(string type, string message);
// autotaunt system
float game_starttime; //point in time when the countdown is over
.float stat_game_starttime;
+.float stat_sv_airaccel_qw;
+.float stat_sv_airstrafeaccel_qw;
+
void W_Porto_Remove (entity p);
.float projectiledeathtype;
.float cvar_cl_accuracy_data_share;
.float cvar_cl_accuracy_data_receive;
+
+.float cvar_cl_weaponimpulsemode;
+.float selectweapon; // last selected weapon of the player
+
+.float ballistics_density; // wall piercing factor, larger = bullet can pass through more