#include <common/weapons/_all.qh>
#include <common/stats.qh>
-// Globals
-
-float g_footsteps, g_grappling_hook;
-float g_warmup_allguns;
-float g_warmup_allow_timeout;
-float warmup_stage;
-float g_jetpack;
-
-bool sv_ready_restart;
-bool sv_ready_restart_after_countdown;
-bool sv_ready_restart_repeatable;
-
-float sv_clones;
-float sv_foginterval;
-
// Fields
-//.string wad;
-//.string map;
-
-//.float worldtype;
-
.float pain_finished; //Added by Supajoe
-.float pain_frame; //"
.float cnt; // used in too many places
.float count;
-//.float cnt2;
.float fade_time;
.float fade_rate;
.float species;
-.float scheduledrespawntime;
-.float respawntime;
-.float respawntimejitter;
-.float respawntimestart;
-//.float chasecam;
-
-//.float gravity;
-
-.float dmg;
-
-// for railgun damage (hitting multiple enemies)
-.bool railgunhit;
-.float railgunhitsolidbackup;
-.vector railgunhitloc;
-
-.float dmgtime;
-
-.float killcount;
-.float damage_dealt, typehitsound, killsound;
-
// string overrides entity
.string item_pickupsound;
.entity item_pickupsound_ent;
.float winning;
-.float spawnshieldtime;
-
.int playerid;
-.float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
-
-.vector death_origin;
float default_player_alpha;
float default_weapon_alpha;
-.int team_saved;
-
-bool some_spawn_has_been_used;
-int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
-int have_team_spawns_forteams; // if Xth bit is 1 then team X has spawns else it has no spawns; team 0 is the "no-team"
-
-.bool canteamdamage;
-
-int autocvar__independent_players;
-bool independent_players;
-#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
-#define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
-#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_OUT_OF_GAME))
-
-string clientstuff;
-.float phase;
-.int pressedkeys;
-
-.string fog;
-
-string cvar_changes;
-string cvar_purechanges;
-float cvar_purechanges_count;
-
-//float game_starttime; //point in time when the countdown to game start is over
-//float round_starttime; //point in time when the countdown to round start is over
-
-.int projectiledeathtype;
-
-.string message2;
-
-// reset to 0 on weapon switch
-// may be useful to all weapons
-.float bulletcounter;
-
-// Nexball
-float g_nexball_meter_period;
-
-.void(entity this) reset; // if set, an entity is reset using this
-.void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
-
-.bool wasplayer;
-
-string matchid;
-
-.int minelayer_mines;
-.float vortex_charge;
-.float vortex_charge_rottime;
-.float vortex_chargepool_ammo;
-.float oknex_charge;
-.float oknex_charge_rottime;
-.float oknex_chargepool_ammo;
-.int hagar_load;
-
-.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
-
-.int spectatee_status;
-.bool zoomstate;
-
-.entity personal;
-
-.bool just_joined;
-
.entity realowner;
-//float serverflags;
-
.bool player_blocked;
////
-.WepSet dual_weapons;
-
IntrusiveList g_monsters;
IntrusiveList g_waypoints;
IntrusiveList g_vehicles;