//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 cvar("sys_ticrate")
+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 cvar("slowmo") so that, after timeout finished, it isn't set to slowmo 1 necessarily
+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();