// Globals entity activator; string string_null; entity casing; entity dest; // Fields .void(vector hitloc, float damage, entity inflictor, entity attacker, float deathtype) event_damage; .string wad; .string map; .float worldtype; .float delay; .float wait; .float lip; .float light_lev; .float speed; .float style; .float skill; .string killtarget; .vector pos1, pos2; .vector mangle; .float jump_flag; // storing velocity_z for falling damage .float attack_finished; .float pain_finished //Added by Supajoe .float pain_frame //" .float statdraintime; // record the one-second intervals between draining health and armour when they're over 100 .vector finaldest, finalangle; //plat.qc stuff .void() think1; .float state; .float t_length, t_width; .vector destvec; // for rain .float cnt; // for rain .float count; .float cnt2; .float death_time; .float dead_time; .float dead_frame; .float die_frame; .float fade_time; .string mdl; .float norespawn; .float respawntime; .float chasecam; .float electrocount; .float damageforcescale; .float gravity; .float dmg;