.float cvar_cl_jetpack_jump;
.float cvar_cl_movement_track_canjump;
.float cvar_cl_newusekeysupported;
+.float cvar_cl_cts_noautoswitch;
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.float ballistics_density; // wall piercing factor, larger = bullet can pass through more
+//const int FROZEN_NOT = 0;
+const int FROZEN_NORMAL = 1;
+const int FROZEN_TEMP_REVIVING = 2;
+const int FROZEN_TEMP_DYING = 3;
+
const int ACTIVE_NOT = 0;
const int ACTIVE_ACTIVE = 1;
const int ACTIVE_IDLE = 2;
//float serverflags;
-.int team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
-
.bool player_blocked;
.float revival_time; // time at which player was last revived