.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);
////
-.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_assault_objectivedecreasers;
STATIC_INIT(g_assault_objectivedecreasers) { g_assault_objectivedecreasers = IL_NEW(); }
+IntrusiveList g_assault_objectives;
+STATIC_INIT(g_assault_objectives) { g_assault_objectives = IL_NEW(); }
+
IntrusiveList g_spawnpoints;
STATIC_INIT(g_spawnpoints) { g_spawnpoints = IL_NEW(); }
-IntrusiveList g_players;
-STATIC_INIT(g_players) { g_players = IL_NEW(); }
+IntrusiveList g_bot_targets;
+STATIC_INIT(g_bot_targets) { g_bot_targets = IL_NEW(); }
+
+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(); }