-#ifndef G_DAMAGE_H
-#define G_DAMAGE_H
+#pragma once
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../dpdefs/progsdefs.qh"
- #include "../dpdefs/dpextensions.qh"
- #include "../warpzonelib/common.qh"
- #include "../common/constants.qh"
- #include "../common/teams.qh"
- #include "../common/util.qh"
- #include "../common/weapons/all.qh"
+ #include <lib/warpzone/common.qh>
+ #include <common/constants.qh>
+ #include <common/teams.qh>
+ #include <common/util.qh>
+ #include <common/weapons/_all.qh>
#include "weapons/accuracy.qh"
#include "weapons/csqcprojectile.qh"
#include "weapons/selection.qh"
- #include "t_items.qh"
+ #include <common/t_items.qh>
#include "autocvars.qh"
#include "constants.qh"
#include "defs.qh"
- #include "../common/notifications.qh"
- #include "../common/deathtypes.qh"
- #include "mutators/mutators_include.qh"
- #include "../common/turrets/sv_turrets.qh"
- #include "../common/vehicles/sv_vehicles.qh"
- #include "../csqcmodellib/sv_model.qh"
- #include "../common/playerstats.qh"
+ #include <common/notifications/all.qh>
+ #include <common/deathtypes/all.qh>
+ #include "mutators/_mod.qh"
+ #include <common/turrets/sv_turrets.qh>
+ #include <common/vehicles/all.qh>
+ #include <lib/csqcmodel/sv_model.qh>
+ #include <common/playerstats.qh>
#include "g_hook.qh"
#include "scores.qh"
#include "spawnpoints.qh"
.float dmg_force;
.float dmg_radius;
-float Damage_DamageInfo_SendEntity(entity to, int sf);
+bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf);
void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner);
float IsFlying(entity a);
-void UpdateFrags(entity player, float f);
+void UpdateFrags(entity player, int f);
// NOTE: f=0 means still count as a (positive) kill, but count no frags for it
-void W_SwitchWeapon_Force(entity e, float w);
+void W_SwitchWeapon_Force(Player this, Weapon w, .entity weaponentity);
entity GiveFrags_randomweapons;
void GiveFrags (entity attacker, entity targ, float f, int deathtype);
void Obituary(entity attacker, entity inflictor, entity targ, int deathtype);
-void Ice_Think();
+void Ice_Think(entity this);
void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint);
.float fire_hitsound;
.entity fire_burner;
-void fireburner_think();
+void fireburner_think(entity this);
float Fire_IsBurning(entity e);
void Fire_ApplyDamage(entity e);
void Fire_ApplyEffect(entity e);
-
-void fireburner_think();
-#endif