.float fade_time;
.float fade_rate;
-// weapon animation vectors:
-.vector anim_fire1;
-.vector anim_fire2;
-.vector anim_idle;
-.vector anim_reload;
-
void() player_setupanimsformodel;
void setanim(entity e, vector anim, float looping, float override, float restart);
.entity item_pickupsound_ent;
.entity item_model_ent;
-// definitions for weaponsystem
-// more WEAPONTODO: move these to their proper files
-.entity weaponentity[MAX_WEAPONSLOTS];
-.entity weaponchild;
-.entity exteriorweaponentity;
-.vector weaponentity_glowmod;
-
-//.int weapon; // current weapon
-.int switchweapon; // weapon requested to switch to
-.int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
-.string weaponname; // name of .weapon
-
// WEAPONTODO
.float autoswitch;
float client_hasweapon(entity cl, float wpn, float andammo, float complain);
float playerid_last;
.float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
-.vector spawnorigin;
-
.vector death_origin;
.vector killer_origin;