-#ifndef CL_PLAYER_H
-#define CL_PLAYER_H
+#pragma once
.entity pusher;
.float pushltime;
.float CopyBody_nextthink;
.void() CopyBody_think;
void CopyBody_Think();
-void CopyBody(float keepvelocity);
+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);
-
-#endif