.float count;
//.float cnt2;
-.float play_time;
.int respawn_flags;
.float respawn_time;
.float respawn_time_max;
float intermission_exittime;
float alreadychangedlevel;
-.float version;
-
// footstep interval
.float nextstep;
.float cvar_cl_allow_uidtracking;
.string stored_netname;
-.float version_nagtime;
-
string gamemode_name;
float startitem_failed;
void FixClientCvars(entity e);
// WEAPONTODO: remove this
-WepSet weaponsInMap;
+//WepSet weaponsInMap;
#define weapons _STAT(WEAPONS)
// set when showing a kill countdown
.entity killindicator;
-.float killindicator_teamchange;
void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
float lockteams;
-.float parm_idlesince;
float sv_maxidle;
float sv_maxidle_spectatorsareidle;
int sv_maxidle_slots;
.float cvar_cl_voice_directional;
.float cvar_cl_voice_directional_taunt_attenuation;
-.float version_mismatch;
-
int autocvar__independent_players;
bool independent_players;
#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
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
+//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
void W_Porto_Remove (entity p);
//vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
-.float wasplayer;
+.bool wasplayer;
float servertime, serverprevtime, serverframetime;
.float ammo_fuel;
-.vector prevorigin;
-
//flood fields
.float nickspamtime; // time of last nick change
.float nickspamcount;
.float vortex_charge = _STAT(VORTEX_CHARGE);
.float vortex_charge_rottime;
.float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL);
+.float okvortex_charge = _STAT(OVERKILL_VORTEX_CHARGE);
+.float okvortex_charge_rottime;
+.float okvortex_chargepool_ammo = _STAT(OVERKILL_VORTEX_CHARGEPOOL);
.float hagar_load = _STAT(HAGAR_LOAD);
.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab