.float pain_frame; //"
.float crouch; // Crouching or not?
-.float strength_finished = _STAT(STRENGTH_FINISHED);
-.float invincible_finished = _STAT(INVINCIBLE_FINISHED);
.float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED);
.float cnt; // used in too many places
.float dmgtime;
.float killcount;
-.float damage_dealt, typehitsound;
+.float damage_dealt, typehitsound, killsound;
.float watersound_finished;
.float iscreature;
void weapon_defaultspawnfunc(entity this, Weapon e);
-float gameover;
float intermission_running;
float intermission_exittime;
float alreadychangedlevel;
.float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
.vector death_origin;
-.vector killer_origin;
float default_player_alpha;
float default_weapon_alpha;
string clientstuff;
.float phase;
-.int pressedkeys = _STAT(PRESSED_KEYS);
+.int pressedkeys;
.string fog;
.float hit_time = _STAT(HIT_TIME);
.float typehit_time = _STAT(TYPEHIT_TIME);
+.float kill_time = _STAT(KILL_TIME);
.float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL);
.float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
.float player_blocked;
-.float weapon_blocked; // weapon use disabled
.float revive_progress = _STAT(REVIVE_PROGRESS);
.float revival_time; // time at which player was last revived
////
-.entity player_stats;
-//.float playerid;
-.string playernick;
-.float elos;
-.float ranks;
-
.string cvar_cl_physics;
.void(entity this, entity player) init_for_player;
IntrusiveList g_bot_dodge;
STATIC_INIT(g_bot_dodge) { g_bot_dodge = IL_NEW(); }
+
+IntrusiveList g_damagedbycontents;
+STATIC_INIT(g_damagedbycontents) { g_damagedbycontents = IL_NEW(); }