#pragma once
-float warmup_limit;
#include <common/weapons/_all.qh>
#include <common/stats.qh>
float game_completion_ratio; // 0 at start, 1 near end
.float winning;
-.float jointime; // time of joining
+.float jointime; // time of connecting
+.float startplaytime; // time of switching from spectator to player
.float alivetime; // time of being alive
.float motd_actived_time; // used for both motd and campaign_message
.float cvar_cl_clippedspectating;
.float cvar_cl_autoscreenshot;
.float cvar_cl_jetpack_jump;
-.float cvar_cl_movement_track_canjump = _STAT(MOVEVARS_CL_TRACK_CANJUMP);
+.float cvar_cl_movement_track_canjump;
.float cvar_cl_newusekeysupported;
.string cvar_g_xonoticversion;
void FixClientCvars(entity e);
// WEAPONTODO: remove this
-WepSet weaponsInMap;
+//WepSet weaponsInMap;
#define weapons _STAT(WEAPONS)
// set when showing a kill countdown
.entity killindicator;
+.bool canteamdamage;
+
void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
float lockteams;
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);
.float bulletcounter;
// Nexball
-.entity ballcarried; // Also used for keepaway
float g_nexball_meter_period;
void SUB_DontUseTargets(entity this, entity actor, entity trigger);
//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 revive_progress = _STAT(REVIVE_PROGRESS);
.float revival_time; // time at which player was last revived
.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
+.float freeze_time;
.entity iceblock;
.entity frozen_by; // for ice fields
.float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn
+.int killindicator_teamchange;
+
void PlayerUseKey(entity this);
USING(spawn_evalfunc_t, vector(entity this, entity player, entity spot, vector current));