// Globals
-float ctf_score_value(string parameter);
-
float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss;
float g_warmup_limit;
float g_warmup_allguns;
float g_warmup_allow_timeout;
-float g_ctf_ignore_frags;
-float g_ctf_reverse;
float g_race_qualifying;
float inWarmupStage;
float g_pickup_respawntime_weapon;
+float g_pickup_respawntime_superweapon;
float g_pickup_respawntime_ammo;
float g_pickup_respawntime_short;
float g_pickup_respawntime_medium;
float g_pickup_respawntime_long;
float g_pickup_respawntime_powerup;
float g_pickup_respawntimejitter_weapon;
+float g_pickup_respawntimejitter_superweapon;
float g_pickup_respawntimejitter_ammo;
float g_pickup_respawntimejitter_short;
float g_pickup_respawntimejitter_medium;
.float crouch; // Crouching or not?
.float strength_finished;
-//.float speed_finished;
.float invincible_finished;
-//.float slowmo_finished;
+.float superweapons_finished;
.vector finaldest, finalangle; //plat.qc stuff
.void() think1;
//.float cnt2;
.float play_time;
+.float respawn_time;
.float death_time;
.float fade_time;
.float fade_rate;
//.float chasecam;
.float damageforcescale;
+#define MIN_DAMAGEEXTRARADIUS 2
+#define MAX_DAMAGEEXTRARADIUS 16
+.float damageextraradius;
//.float gravity;
.float watersound_finished;
.float iscreature;
.float damagedbycontents;
+.float damagedbytriggers;
+.float pushable;
.vector oldvelocity;
.float pauseregen_finished;
.float version;
-// minstagib vars
-.float jump_interval; // laser refire
-
//swamp
.float in_swamp; // bool
.entity swampslug; // Uses this to release from swamp ("untouch" fix)
// footstep interval
.float nextstep;
-.float ready;
-#define RESTART_COUNTDOWN 10
-float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
-entity restartTimer;
-void restartTimer_Think();
float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
.float spectatortime; //point in time since the client is spectating or observing
void checkSpectatorBlock();
.float jointime; // time of joining
.float alivetime; // time of being alive
-float nJoinAllowed(float includeMe);
+float nJoinAllowed(entity ignore);
#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)
-#define TIMEOUT_SLOWMO_VALUE 0.0001
-float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
-float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
-float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
-float timeoutStatus; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2)
-.float allowedTimeouts; // contains the number of allowed timeouts for each player
-entity timeoutInitiator; // contains the entity of the player who started the last timeout
-float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
-.vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
-entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
-void timeoutHandler_Think();
-void evaluateTimeout();
-void evaluateTimein();
-
.float spawnshieldtime;
.float lms_nextcheck;
float startitem_failed;
-void DropFlag(entity flag, entity penalty_receiver, entity attacker);
-void DropBall(entity ball, vector org, vector vel);
void DropAllRunes(entity pl);
floatfield Item_CounterField(float it);
float W_AmmoItemCode(float wpn);
-float W_WeaponBit(float wpn);
string W_Name(float weaponid);
+string W_Apply_Weaponreplace(string in);
void FixIntermissionClient(entity e);
void FixClientCvars(entity e);
-float weaponsInMap;
+WEPSET_DECLARE_A(weaponsInMap);
.float respawn_countdown; // next number to count
string clientstuff;
.float phase;
-.float weapons;
.float pressedkeys;
.float porto_forbidden;
void ClientData_Touch(entity e);
-vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
+//vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
.float wasplayer;
string matchid;
.float hitplotfh;
-.string noise4;
.float last_pickup;
.float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
+.float player_blocked;
+
.float freezetag_frozen;
.float freezetag_revive_progress;
.spawn_evalfunc_t spawn_evalfunc;
.entity conveyor;
+
+string modname;