#include <common/constants.qh>
#include <common/teams.qh>
#include <common/util.qh>
- #include <common/weapons/all.qh>
+ #include <common/weapons/_all.qh>
#include "weapons/accuracy.qh"
#include "weapons/csqcprojectile.qh"
#include "weapons/selection.qh"
#include "defs.qh"
#include <common/notifications/all.qh>
#include <common/deathtypes/all.qh>
- #include "mutators/all.qh"
+ #include "mutators/_mod.qh"
#include <common/turrets/sv_turrets.qh>
#include <common/vehicles/all.qh>
#include <lib/csqcmodel/sv_model.qh>
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(Player this, Weapon 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();