//.float weapon; // current weapon
.float switchweapon; // weapon requested to switch to
.float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
+.string weaponname; // name of .weapon
.float autoswitch;
float weapon_action(float wpn, float wrequest);
.vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
void timeoutHandler_Think();
-void evaluateTimeout();
-void evaluateTimein();
.float spawnshieldtime;
float sv_maxidle;
float sv_maxidle_spectatorsareidle;
-float sv_pogostick;
float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
float next_pingtime;
.float version_mismatch;
float 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_NONSOLID))
// we're using + here instead of , because fteqcc sucks