8 .float CopyBody_nextthink;
9 .void(void) CopyBody_think;
10 void CopyBody_Think(void);
11 void CopyBody(float keepvelocity);
13 float player_getspecies();
15 void player_setupanimsformodel();
17 void player_anim (void);
19 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
22 // If 0, default is used.
24 // Otherwise, g_str (default value) is used.
25 // For consistency, negative values there are mapped to zero too.
26 #define GAMETYPE_DEFAULTED_SETTING(str) \
27 ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
28 (gametype_setting_tmp < 0) ? 0 : \
29 (gametype_setting_tmp == 0 || autocvar_g_respawn_delay_forced) ? max(0, autocvar_g_##str) : \
33 void calculate_player_respawn_time();
35 void ClientKill_Now_TeamChange();
37 void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
39 .float muted; // to be used by prvm_edictset server playernumber muted 1
40 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol);
41 // message "": do not say, just test flood control
47 float GetVoiceMessageVoiceType(string type);
49 string allvoicesamples;
50 .string GetVoiceMessageSampleField(string type);
52 .string GetPlayerSoundSampleField(string type);
54 void PrecacheGlobalSound(string samplestring);
56 void PrecachePlayerSounds(string f);
58 void ClearPlayerSounds();
60 float LoadPlayerSounds(string f, float first);
62 .int modelindex_for_playersound;
63 .int skin_for_playersound;
64 void UpdatePlayerSounds();
66 void FakeGlobalSound(string sample, float chan, float voicetype);
68 void GlobalSound(string sample, float chan, float voicetype);
70 void PlayerSound(.string samplefield, float chan, float voicetype);
72 void VoiceMessage(string type, string msg);
74 void MoveToTeam(entity client, float team_colour, float type);