.float cvar_cl_jetpack_jump;
.float cvar_cl_movement_track_canjump;
.float cvar_cl_newusekeysupported;
+.float cvar_cl_cts_noautoswitch;
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
int have_team_spawns_forteams; // if Xth bit is 1 then team X has spawns else it has no spawns; team 0 is the "no-team"
-// set when showing a kill countdown
-.entity killindicator;
-
.bool canteamdamage;
void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
.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
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
-.int killindicator_teamchange;
-
void PlayerUseKey(entity this);
USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));