// information for local display
int stats[MAX_CL_STATS]; // health, etc
int items; // inventory bit flags
- float item_gettime[32]; // cl.time of aquiring item, for blinking
+ float item_gettime[32]; // cl.time of acquiring item, for blinking
float faceanimtime; // use anim frame if cl.time < this
cshift_t cshifts[NUM_CSHIFTS]; // color shifts for damage, powerups
// refresh related state
struct model_s *worldmodel; // cl_entitites[0].model
struct efrag_s *free_efrags;
- int num_entities; // held in cl_entities array
+// int num_entities; // held in cl_entities array
int num_statics; // held in cl_staticentities array
entity_t viewent; // the gun model