#include "defs.qh"
#include <common/notifications/all.qh>
#include <common/deathtypes/all.qh>
- #include "mutators/_mod.qh"
+ #include <server/mutators/_mod.qh>
#include <common/turrets/sv_turrets.qh>
#include <common/vehicles/all.qh>
#include <lib/csqcmodel/sv_model.qh>
.float teamkill_soundtime;
.entity teamkill_soundsource;
.entity pusher;
-.float istypefrag;
+.bool istypefrag;
.float taunt_soundtime;
float IsFlying(entity a);
// NOTE: f=0 means still count as a (positive) kill, but count no frags for it
void W_SwitchWeapon_Force(Player this, Weapon w, .entity weaponentity);
-entity GiveFrags_randomweapons;
void GiveFrags (entity attacker, entity targ, float f, int deathtype, .entity weaponentity);
string AppendItemcodes(string s, entity player);
void Ice_Think(entity this);
-void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint);
+void Freeze(entity targ, float freeze_time, int frozen_type, bool show_waypoint);
-void Unfreeze (entity targ);
+void Unfreeze(entity targ, bool reset_health);
// NOTE: the .weaponentity parameter can be set to DMG_NOWEP if the attack wasn't caused by a weapon or player
void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity);
+// Calls .event_heal on the target so that they can handle healing themselves
+// a limit of RESOURCE_LIMIT_NONE should be handled by the entity as its max health (if applicable)
+bool Heal(entity targ, entity inflictor, float amount, float limit);
+
.float fire_damagepersec;
.float fire_endtime;
.float fire_deathtype;