-#ifndef CL_PLAYER_H
-#define CL_PLAYER_H
+#pragma once
.entity pusher;
.float pushltime;
.float istypefrag;
.float CopyBody_nextthink;
-.void() CopyBody_think;
-void CopyBody_Think();
-void CopyBody(float keepvelocity);
+.void(entity this) CopyBody_think;
+void CopyBody_Think(entity this);
+void CopyBody(entity this, float keepvelocity);
void player_setupanimsformodel();
void player_anim();
-void PlayerCorpseDamage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
+void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
// g_<gametype>_str:
// If 0, default is used.
: (gametype_setting_tmp == 0 || autocvar_g_respawn_delay_forced) ? max(0, autocvar_g_##str) \
: gametype_setting_tmp)
-void calculate_player_respawn_time();
+void calculate_player_respawn_time(entity this);
-void ClientKill_Now_TeamChange();
+void ClientKill_Now_TeamChange(entity this);
void MoveToTeam(entity client, float team_colour, float type);
-void PlayerDamage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
+void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
/** to be used by `prvm_edictset server playernumber muted 1` */
.float muted;
int Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol);
-
-// player sounds, voice messages
-// TODO implemented fall and falling
-#define ALLPLAYERSOUNDS(X) \
- X(death) \
- X(drown) \
- X(fall) \
- X(falling) \
- X(gasp) \
- X(jump) \
- X(pain100) \
- X(pain25) \
- X(pain50) \
- X(pain75)
-
-#define ALLVOICEMSGS(X) \
- X(attack) \
- X(attackinfive) \
- X(coverme) \
- X(defend) \
- X(freelance) \
- X(incoming) \
- X(meet) \
- X(needhelp) \
- X(seenflag) \
- X(taunt) \
- X(teamshoot)
-
-// reserved sound names for the future (some models lack sounds for them):
-// _VOICEMSG(flagcarriertakingdamage)
-// _VOICEMSG(getflag)
-// reserved sound names for the future (ALL models lack sounds for them):
-// _VOICEMSG(affirmative)
-// _VOICEMSG(attacking)
-// _VOICEMSG(defending)
-// _VOICEMSG(roaming)
-// _VOICEMSG(onmyway)
-// _VOICEMSG(droppedflag)
-// _VOICEMSG(negative)
-// _VOICEMSG(seenenemy)
-
-#define X(m) .string playersound_##m;
-ALLPLAYERSOUNDS(X)
-ALLVOICEMSGS(X)
-#undef X
-
-bool GetPlayerSoundSampleField_notFound;
-float GetVoiceMessageVoiceType(string type);
-.string GetVoiceMessageSampleField(string type);
-.string GetPlayerSoundSampleField(string type);
-void PrecacheGlobalSound(string samplestring);
-void PrecachePlayerSounds(string f);
-void ClearPlayerSounds(entity this);
-float LoadPlayerSounds(string f, bool strict);
-void UpdatePlayerSounds(entity this);
-void FakeGlobalSound(string sample, float chan, float voicetype);
-void GlobalSound(string sample, float chan, float voicetype);
-void PlayerSound(.string samplefield, float chan, float voicetype);
-void VoiceMessage(string type, string msg);
-
-#endif