fix damage indicator overflow after fastforward
break up shiftgametime() time jumps into 5-second jumps and five 1-second jumps for the last five seconds rename respawnoffset to lastdeath (because that's what it is) rename clientside nextmillis to skipmillis (because that's what it does)
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@@ -40,7 +40,7 @@ extern int unsavededits;
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extern vector<entity> ents; // map entities
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extern vector<int> eh_ents; // edithide entities
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extern vec worldpos, camup, camright, camdir; // current target of the crosshair in the world
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extern int lastmillis, totalmillis, nextmillis; // last time
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extern int lastmillis, totalmillis, skipmillis; // last time
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extern int curtime; // current frame time
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extern int interm;
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extern int gamemode, nextmode;
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