void UpdateFrags(entity player, int f);
.float totalfrags;
-float team1_score, team2_score, team3_score, team4_score;
-
// flag set on worldspawn so that the code knows if it is dedicated or not
float server_is_dedicated;
.void(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) event_damage;
+.bool(entity targ, entity inflictor, float amount, float limit) event_heal;
+
//.string wad;
//.string map;
// WEAPONTODO: remove this
//WepSet weaponsInMap;
-#define weapons _STAT(WEAPONS)
-
.float respawn_countdown; // next number to count
float bot_waypoints_for_items;
// WEAPONTODO
#define DMG_NOWEP (weaponentities[0])
-float lockteams;
-
float sv_maxidle;
float sv_maxidle_spectatorsareidle;
int sv_maxidle_slots;
// Nexball
float g_nexball_meter_period;
-void SUB_DontUseTargets(entity this, entity actor, entity trigger);
-void SUB_UseTargets(entity this, entity actor, entity trigger);
-
.void(entity this) reset; // if set, an entity is reset using this
.void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
.float vortex_charge;
.float vortex_charge_rottime;
.float vortex_chargepool_ammo;
+.float oknex_charge;
+.float oknex_charge_rottime;
+.float oknex_chargepool_ammo;
.int hagar_load;
.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
//float serverflags;
-.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 revival_time; // time at which player was last revived