6 #include <server/defs.qh>
7 #include <server/miscfunctions.qh>
8 #include <lib/warpzone/common.qh>
9 #include <common/constants.qh>
10 #include <common/teams.qh>
11 #include <common/util.qh>
12 #include <common/weapons/_all.qh>
13 #include "weapons/accuracy.qh"
14 #include "weapons/csqcprojectile.qh"
15 #include "weapons/selection.qh"
16 #include <common/t_items.qh>
17 #include "autocvars.qh"
18 #include "constants.qh"
20 #include <common/notifications/all.qh>
21 #include <common/deathtypes/all.qh>
22 #include "mutators/_mod.qh"
23 #include <common/turrets/sv_turrets.qh>
24 #include <common/vehicles/all.qh>
25 #include <lib/csqcmodel/sv_model.qh>
26 #include <common/playerstats.qh>
29 #include "spawnpoints.qh"
37 bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf);
39 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner);
41 float checkrules_firstblood;
44 float damage_goodhits;
45 float damage_gooddamage;
48 .float teamkill_complain;
49 .float teamkill_soundtime;
50 .entity teamkill_soundsource;
53 .float taunt_soundtime;
55 float IsFlying(entity a);
57 void UpdateFrags(entity player, int f);
59 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
60 void W_SwitchWeapon_Force(Player this, Weapon w, .entity weaponentity);
61 entity GiveFrags_randomweapons;
62 void GiveFrags (entity attacker, entity targ, float f, int deathtype);
64 string AppendItemcodes(string s, entity player);
66 void LogDeath(string mode, int deathtype, entity killer, entity killed);
68 void Obituary_SpecialDeath(
72 string s1, string s2, string s3,
73 float f1, float f2, float f3);
76 float Obituary_WeaponDeath(
80 string s1, string s2, string s3,
83 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype);
85 void Ice_Think(entity this);
87 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint);
89 void Unfreeze (entity targ);
91 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
93 float RadiusDamage_running;
94 float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, int deathtype, entity directhitentity);
95 // Returns total damage applies to creatures
97 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity);
99 .float fire_damagepersec;
101 .float fire_deathtype;
103 .float fire_hitsound;
106 void fireburner_think(entity this);
108 float Fire_IsBurning(entity e);
110 float Fire_AddDamage(entity e, entity o, float d, float t, float dt);
112 void Fire_ApplyDamage(entity e);
114 void Fire_ApplyEffect(entity e);