.float buff_activetime;
.bool buff_activetime_updated;
.entity buff_waypoint;
-.int oldbuffs; // for updating effects
+.entity oldbuffs; // for updating effects
.float buff_shield; // delay for players to keep them from spamming buff pickups
.entity buff_model; // controls effects (TODO: make csqc)
.float cvar_cl_buffs_autoreplace;
float buff_Available(entity buff);
+
+void buff_RemoveAll(entity actor, int removal_type);
+
+entity buff_FirstFromFlags(entity actor);