#include "t_items.qh"
-#include "mutators/base.qh"
+#include "mutators/events.qh"
#include "mutators/gamemode_race.qh"
#include "../common/constants.qh"
#include "../common/mapinfo.qh"
+#include "../common/turrets/turrets.qh"
#ifdef RELEASE
#define cvar_string_normal builtin_cvar_string
void shockwave_spawn(string m, vector org, float sz, float t1, float t2);
-vector randompos(vector m1, vector m2);
-
void play2team(float t, string filename);
void GetCvars_handleFloat(string thisname, float f, .float field, string name);
float DistributeEvenly_amount;
float DistributeEvenly_totalweight;
-var void remove(entity e);
void objerror(string s);
void droptofloor();
-void() spawnfunc_info_player_deathmatch; // needed for the other spawnpoints
-void() spawnpoint_use;
void() SUB_Remove;
void attach_sameorigin(entity e, entity to, string tag);
#define IS_MONSTER(v) (v.flags & FL_MONSTER)
#define IS_VEHICLE(v) (v.vehicle_flags & VHF_ISVEHICLE)
-#define IS_TURRET(v) (v.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
+#define IS_TURRET(v) (v.turret_flags & TUR_FLAG_ISTURRET)
#define FOR_EACH_CLIENTSLOT(v) for(v = world; (v = nextent(v)) && (num_for_edict(v) <= maxclients); )
#define FOR_EACH_CLIENT(v) FOR_EACH_CLIENTSLOT(v) if(IS_CLIENT(v))