panel_pos = (1 - autocvar__menu_alpha) * panel_pos + (autocvar__menu_alpha) * menu_enable_panelpos;
// return smoothly faded size of given panel when a dialog is active
-//var vector menu_enable_maxsize; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(menu_enable_maxsize);
+//var vector menu_enable_maxsize;
var float menu_enable_maxsize_x;
var float menu_enable_maxsize_y;
var vector menu_enable_size;
float scores_flags[MAX_SCORE];
string teamscores_label[MAX_SCORE];
float teamscores_flags[MAX_SCORE];
-.float scores[MAX_SCORE]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(scores);
-.float teamscores[MAX_TEAMSCORE]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(teamscores);
+.float scores[MAX_SCORE];
+.float teamscores[MAX_TEAMSCORE];
#define IS_INCREASING(x) ( (x)&SFL_LOWER_IS_BETTER )
#define IS_DECREASING(x) ( !((x)&SFL_LOWER_IS_BETTER) )
// to make entities have dots on the team radar
.float teamradar_icon;
-.float teamradar_times[MAX_TEAMRADAR_TIMES]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(teamradar_times);
+.float teamradar_times[MAX_TEAMRADAR_TIMES];
.float teamradar_time_index;
.vector teamradar_color;
.float accuracy_fired[WEP_MAXCOUNT];
.float accuracy_cnt_hit[WEP_MAXCOUNT];
.float accuracy_cnt_fired[WEP_MAXCOUNT];
-FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_hit);
-FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_fired);
-FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_cnt_hit);
-FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_cnt_fired);
float accuracy_byte(float n, float d)
{
#define MAX_BOT_PLACES 4
.float bot_places_count;
-.entity bot_places[MAX_BOT_PLACES]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(bot_places);
-.string bot_placenames[MAX_BOT_PLACES]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(bot_placenames);
+.entity bot_places[MAX_BOT_PLACES];
+.string bot_placenames[MAX_BOT_PLACES];
entity bot_getplace(string placename)
{
entity e;
.entity accuracy;
.float accuracy_frags[WEP_MAXCOUNT];
-FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_frags);
float weaponstats_buffer;
..float current_ammo;
-.float weapon_load[WEP_MAXCOUNT]; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(weapon_load);
+.float weapon_load[WEP_MAXCOUNT];
.float ammo_none; // used by the reloading system, must always be 0
.float clip_load;
.float old_clip_load;
.float teamscores[MAX_TEAMSCORE];
.float scores_accumulated[MAX_SCORE]; // for player stats only
-FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(scores_accumulated);
/**
* Attaches a PlayerScore entity to a player. Use that in ClientConnect.