// 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 watersound_finished;
.float iscreature;
.float damagedbycontents;
+.float damagedbytriggers;
+.float pushable;
+.float teleportable;
.vector oldvelocity;
.float pauseregen_finished;
float startitem_failed;
-void DropFlag(entity flag, entity penalty_receiver, entity attacker);
void DropAllRunes(entity pl);
void FakeGlobalSound(string samplestring, float channel, float voicetype);
void VoiceMessage(string type, string message);
float GetPlayerSoundSampleField_notFound;
-.string GetVoiceMessageSampleField(string type)
+.string GetVoiceMessageSampleField(string type);
// autotaunt system
.float cvar_cl_autotaunt;
string matchid;
.float hitplotfh;
-.string noise4;
.float last_pickup;
#define ACTIVE_BUSY 2
#define ACTIVE_TOGGLE 3
.float active;
-.float (float act_state) setactive;
+.void (float act_state) setactive;
.entity realowner;
.float nex_charge;
.float freezetag_frozen;
.float freezetag_revive_progress;
+.float frozen; // for freeze attacks
+.float revive_progress;
+.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
+
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
+.float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn
+
void PlayerUseKey();
typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
#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)
+
+.string spawnmob;
+.float monster_attack;
+
+float monster_skill;
+float spawncode_first_load; // used to tell the player the monster database is loading (TODO: fix this?)
+
+.entity monster_owner; // new monster owner entity, fixes non-solid monsters
+.float monstercount; // per player monster count
+
+.float stat_monsters_killed; // stats
+.float stat_monsters_total;
+float monsters_total;
+float monsters_killed;
+void monsters_setstatus(); // monsters.qc
+string monsterlist();