float DistributeEvenly_totalweight;
void objerror(string s);
void droptofloor();
-void() spawnfunc_info_player_deathmatch; // needed for the other spawnpoints
-void() spawnpoint_use;
void() SUB_Remove;
void attach_sameorigin(entity e, entity to, string tag);
game_starttime = time + cvar("g_start_delay");
for(int i = WEP_FIRST; i <= WEP_LAST; ++i)
- WEP_ACTION(i, WR_INIT);
+ _WEP_ACTION(i, WR_INIT);
readplayerstartcvars();
}