.float pain_frame; //"
.float crouch; // Crouching or not?
-.float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
+const .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
.float cnt; // used in too many places
.float count;
.float cvar_cl_jetpack_jump;
.float cvar_cl_movement_track_canjump;
.float cvar_cl_newusekeysupported;
+.float cvar_cl_cts_noautoswitch;
+.bool cvar_cl_weapon_switch_reload;
+.bool cvar_cl_weapon_switch_fallback_to_impulse;
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.float cvar_cl_allow_uid2name;
.float cvar_cl_allow_uidtracking;
+.bool cvar_cl_allow_uidranking;
.string stored_netname;
string gamemode_name;
void FixIntermissionClient(entity e);
void FixClientCvars(entity e);
-// WEAPONTODO: remove this
-//WepSet weaponsInMap;
-
.float respawn_countdown; // next number to count
float bot_waypoints_for_items;
#else
#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
#endif
-#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, ent.(weaponentity).m_weapon.m_id, slot)
-
-// assault game mode: Which team is attacking in this round?
-float assault_attacker_team;
+#define ATTACK_FINISHED(ent, w) ATTACK_FINISHED_FOR(ent, ent.(w).m_weapon.m_id, weaponslot(w))
// speedrun: when 1, player auto teleports back when capture timeout happens
.float speedrunning;
bool independent_players;
#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
#define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
-#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID))
+#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_OUT_OF_GAME))
string clientstuff;
.float phase;
bool radar_showennemies;
-#ifdef PROFILING
-float client_cefc_accumulator;
-float client_cefc_accumulatortime;
-#endif
-
.float weapon_load[Weapons_MAX];
.int ammo_none; // used by the reloading system, must always be 0
.int clip_load;
.float ballistics_density; // wall piercing factor, larger = bullet can pass through more
+//const int FROZEN_NOT = 0;
+const int FROZEN_NORMAL = 1;
+const int FROZEN_TEMP_REVIVING = 2;
+const int FROZEN_TEMP_DYING = 3;
+
const int ACTIVE_NOT = 0;
const int ACTIVE_ACTIVE = 1;
const int ACTIVE_IDLE = 2;
//float serverflags;
-.int team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
-
.bool player_blocked;
.float revival_time; // time at which player was last revived