.vector anim_backright; // player running backward and right
.vector anim_backleft; // player running back and left
.vector anim_melee; // player doing the melee action
+.vector anim_fly; // player animation played after jump, if player is still in air. Also if falling from a ledge
// weapon animation vectors:
.vector anim_fire1;
string w_deathtypestring;
-void(entity client, string s) centerprint_builtin = #73;
.vector dest1, dest2;
float gameover;
.float runes;
-.float welcomemessage_time;
.float version;
// minstagib vars
void timeoutHandler_Think();
void evaluateTimeout();
void evaluateTimein();
-string getTimeoutText(float addOneSecond);
.float spawnshieldtime;
.float() customizeentityforclient;
.float cvar_cl_handicap;
.float cvar_cl_playerdetailreduction;
-.float cvar_scr_centertime;
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.string cvar_cl_weaponpriorities[10];
float weaponsInMap;
-void centerprint_atprio(entity e, float prio, string s);
-void centerprint_expire(entity e, float prio);
-void centerprint(entity e, string s);
-
.float respawn_countdown; // next number to count
float bot_waypoints_for_items;