#ifndef SERVER_DEFS_H
#define SERVER_DEFS_H
-#include "../common/weapons/weapons.qh"
+#include "../common/weapons/all.qh"
#define INDEPENDENT_ATTACK_FINISHED
// Fields
-.void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
+.void(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage;
//.string wad;
//.string map;
//.float worldtype;
+// Needed for dynamic clientwalls
+.float inactive; // Clientwall disappears when inactive
+.float alpha_max, alpha_min;
+.float fade_start, fade_end, fade_vertical_offset;
+.float default_solid; // Variable to store default self.solid for clientwalls
.float pain_finished; //Added by Supajoe
.float pain_frame; //"
.float species;
+.float scheduledrespawntime;
.float respawntime;
.float respawntimejitter;
//.float chasecam;
.entity flagcarried;
-.float playerid;
+.int playerid;
float playerid_last;
.float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
// WEAPONTODO: remove this
WepSet weaponsInMap;
+.WepSet weaponsinmap;
+
.float respawn_countdown; // next number to count
float bot_waypoints_for_items;
.entity killindicator;
.float killindicator_teamchange;
-void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
+void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
float lockteams;
.float Version;
.int SendFlags;
-.float(entity to, float sendflags) SendEntity;
+.bool(entity to, int sendflags) SendEntity;
// player sounds, voice messages
// TODO implemented fall and falling
.float stat_leadlimit;
-float radar_showennemies;
+bool radar_showennemies;
#ifdef PROFILING
float client_cefc_accumulator;
#endif
.float weapon_load[WEP_MAXCOUNT];
-.float ammo_none; // used by the reloading system, must always be 0
+.int ammo_none; // used by the reloading system, must always be 0
.float clip_load;
.float old_clip_load;
.float clip_size;
.float vortex_chargepool_ammo;
.float hagar_load;
-.float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
+.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
#define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
// when doing this, hagar can go through clones
.float elos;
.float ranks;
+.string cvar_cl_physics;
+
.float init_for_player_needed;
.void(entity) init_for_player;