// list of control points on the map
entity ons_worldcplist;
.entity ons_worldcpnext;
-.entity ons_stalecpnext;
// list of links on the map
entity ons_worldlinklist;
.entity ons_worldlinknext;
-.entity ons_stalelinknext;
// definitions
.entity sprite;
// turret fields
.float ticrate; // interal ai think rate
-.vector aim_idle; // where to aim while idle
.entity tur_head; // top part of the turret
.entity tur_defend; // defend this entity
.vector tur_shotorg; // shot origin
void ClientInit_misc(entity this);
-.float ebouncefactor, ebouncestop; // electro's values
// TODO do we need all these fields, or should we stop autodetecting runtime
// changes and just have a console command to update this?
bool ClientInit_SendEntity(entity this, entity to, int sf)
void(entity this) havocbot_role_ast_defense;
void(entity this) havocbot_role_ast_offense;
-.entity havocbot_ast_target;
void(entity bot) havocbot_ast_reset_role;
.float kh_dropperteam;
.entity kh_previous_owner;
.float kh_previous_owner_playerid;
-.float kh_cp_duration;
float kh_key_dropped, kh_key_carried;