\r
float ctf_score_value(string parameter);\r
\r
-float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_race, g_cts;\r
+float g_dm, g_domination, g_ctf, g_tdm, g_keyhunt, g_onslaught, g_assault, g_arena, g_ca, g_lms, g_race, g_cts, g_rpg;\r
float g_cloaked, g_footsteps, g_jump_grunt, g_midair, g_norecoil, g_vampire, g_bloodloss;\r
float g_warmup_limit;\r
float g_warmup_allguns;\r
.float digesting;\r
.float stomach_load;\r
.float weapon_delay;\r
-.float stat_eaten;\r
+.float stat_eaten, stat_stomachload, stat_digesting;\r
\r
// Fields\r
\r
_VOICEMSG(drown) \\r
_VOICEMSG(gasp) \\r
_VOICEMSG(swallow) \\r
+ _VOICEMSG(digest) \\r
_VOICEMSG(regurgitate) \\r
_VOICEMSG(regurgitate_prepare) \\r
+ _VOICEMSG(gurgle) \\r
_VOICEMSG(jump) \\r
_VOICEMSG(pain25) \\r
_VOICEMSG(pain50) \\r
#define VOICETYPE_LASTATTACKER_ONLY 13\r
#define VOICETYPE_AUTOTAUNT 14\r
#define VOICETYPE_TAUNT 15\r
+#define VOICETYPE_GURGLE 16\r
\r
void PrecachePlayerSounds(string f);\r
void PrecacheGlobalSound(string samplestring);\r
vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot\r
.float stat_allow_oldnexbeam;\r
\r
-// reset to 0 on weapon switch\r
-// may be useful to all weapons\r
-.float bulletcounter;\r
-\r
void target_voicescript_next(entity pl);\r
void target_voicescript_clear(entity pl);\r
\r
float client_cefc_accumulatortime;\r
#endif\r
\r
-.float campingrifle_bulletcounter;\r
-\r
#define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE\r
// #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX\r
\r