.float pain_finished; //Added by Supajoe
.float pain_frame; //"
-.float statdraintime; // record the one-second intervals between draining health and armour when they're over 100
.float crouch; // Crouching or not?
.float strength_finished;
.float dmgtime;
.float killcount;
-.float hitsound, typehitsound;
+.float damage_dealt, typehitsound;
.float watersound_finished;
.float iscreature;
_VOICEMSG(death) \
_VOICEMSG(drown) \
_VOICEMSG(fall) \
- _VOICEMSG(fall) \
_VOICEMSG(falling) \
_VOICEMSG(gasp) \
_VOICEMSG(jump) \
.string message2;
-.float stat_allow_oldnexbeam;
+.float stat_allow_oldvortexbeam;
// reset to 0 on weapon switch
// may be useful to all weapons
float servertime, serverprevtime, serverframetime;
-.entity soundentity;
-
.float ammo_fuel;
.vector prevorigin;
.float hit_time;
.float typehit_time;
+.float damage_dealt_total;
+
.float stat_leadlimit;
float radar_showennemies;
#define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? TRUE : FALSE)
#define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? TRUE : FALSE)
#define MISSILE_IS_TRACKING(m) ((m.missile_flags & MIF_GUIDED_TRACKING) ? TRUE : FALSE)
+
+
+////
+
+.entity player_stats;
+//.float playerid;
+.string playernick;
+.float elos;
+.float ranks;