.float pain_frame; //"
.float crouch; // Crouching or not?
-.float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
+const .float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
.float cnt; // used in too many places
.float count;
.float cvar_cl_movement_track_canjump;
.float cvar_cl_newusekeysupported;
.float cvar_cl_cts_noautoswitch;
+.bool cvar_cl_weapon_switch_reload;
+.bool cvar_cl_weapon_switch_fallback_to_impulse;
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.float cvar_cl_weaponimpulsemode;
.int selectweapon; // last selected weapon of the player
-.float ballistics_density; // wall piercing factor, larger = bullet can pass through more
+.float ballistics_density;
//const int FROZEN_NOT = 0;
const int FROZEN_NORMAL = 1;