3 float autocvar_g_balance_contents_damagerate;
4 float autocvar_g_balance_contents_drowndelay;
5 int autocvar_g_balance_contents_playerdamage_drowning;
6 int autocvar_g_balance_contents_playerdamage_lava;
7 int autocvar_g_balance_contents_playerdamage_lava_burn; // 10 is a nice value
8 float autocvar_g_balance_contents_playerdamage_lava_burn_time = 2.5; // note: damage is total across this time (not by dps)
9 int autocvar_g_balance_contents_playerdamage_slime;
10 int autocvar_g_balance_contents_projectiledamage;
11 float autocvar_g_balance_falldamage_deadminspeed;
12 float autocvar_g_balance_falldamage_factor;
13 int autocvar_g_balance_falldamage_maxdamage;
14 float autocvar_g_balance_falldamage_minspeed;
15 bool autocvar_g_balance_falldamage_onlyvertical;
16 #define autocvar_slowmo cvar("slowmo")
17 float autocvar_sys_ticrate;
19 bool dropclient_schedule(entity this);
21 /** print(), but only print if the server is not local */
22 void dedicated_print(string input);
24 .float remove_except_protected_forbidden;
25 void remove_except_protected(entity e);
27 void remove_safely(entity e);
29 void remove_unsafely(entity e);
32 float client_cefc_accumulator;
33 float client_cefc_accumulatortime;
36 float servertime, serverprevtime, serverframetime;
38 .vector oldvelocity; // for fall damage
40 .float watersound_finished;
45 .float contents_damagetime;
51 unused but required by the engine