#pragma once
float warmup_limit;
-#include <common/weapons/all.qh>
+#include <common/weapons/_all.qh>
#include <common/stats.qh>
#define INDEPENDENT_ATTACK_FINISHED 1
float g_warmup_allguns;
float g_warmup_allow_timeout;
float warmup_stage;
-PROPERTY(float, g_pickup_respawntime_weapon)
-PROPERTY(float, g_pickup_respawntime_superweapon)
-PROPERTY(float, g_pickup_respawntime_ammo)
-PROPERTY(float, g_pickup_respawntime_short)
-PROPERTY(float, g_pickup_respawntime_medium)
-PROPERTY(float, g_pickup_respawntime_long)
-PROPERTY(float, g_pickup_respawntime_powerup)
-PROPERTY(float, g_pickup_respawntimejitter_weapon)
-PROPERTY(float, g_pickup_respawntimejitter_superweapon)
-PROPERTY(float, g_pickup_respawntimejitter_ammo)
-PROPERTY(float, g_pickup_respawntimejitter_short)
-PROPERTY(float, g_pickup_respawntimejitter_medium)
-PROPERTY(float, g_pickup_respawntimejitter_long)
-PROPERTY(float, g_pickup_respawntimejitter_powerup)
float g_jetpack;
float sv_clones;
float currentbots;
float bots_would_leave;
-void UpdateFrags(entity player, float f);
+void UpdateFrags(entity player, int f);
.float totalfrags;
float team1_score, team2_score, team3_score, team4_score;
.bool init_for_player_needed;
.void(entity this, entity player) init_for_player;
+
+IntrusiveList g_monsters;
+STATIC_INIT(g_monsters) { g_monsters = IL_NEW(); }
+
+IntrusiveList g_waypoints;
+STATIC_INIT(g_waypoints) { g_waypoints = IL_NEW(); }
+
+IntrusiveList g_vehicles;
+STATIC_INIT(g_vehicles) { g_vehicles = IL_NEW(); }
+
+IntrusiveList g_turrets;
+STATIC_INIT(g_turrets) { g_turrets = IL_NEW(); }
+
+IntrusiveList g_mines;
+STATIC_INIT(g_mines) { g_mines = IL_NEW(); }
+
+IntrusiveList g_projectiles;
+STATIC_INIT(g_projectiles) { g_projectiles = IL_NEW(); }