void play2all(string samp);
-void DistributeEvenly_Init(float amount, float totalweight);
-float DistributeEvenly_Get(float weight);
-
-void modeleffect_spawn(string m, float s, float f, vector o, vector v, vector ang, vector angv, float s0, float s2, float a, float t1, float t2);
-
-void shockwave_spawn(string m, vector org, float sz, float t1, float t2);
-
void play2team(float t, string filename);
void GetCvars_handleFloat(string thisname, float f, .float field, string name);
void stopsoundto(float _dest, entity e, float chan);
void soundtoat(float _dest, entity e, vector o, float chan, string samp, float vol, float _atten);
-float ExponentialFalloff(float mindist, float maxdist, float halflifedist, float d);
-float DistributeEvenly_amount;
-float DistributeEvenly_totalweight;
void objerror(string s);
void droptofloor();
-void() SUB_Remove;
void attach_sameorigin(entity e, entity to, string tag);
#define PROJECTILE_TOUCH if(WarpZone_Projectile_Touch()) return
-const string STR_PLAYER = "player";
-const string STR_SPECTATOR = "spectator";
-const string STR_OBSERVER = "observer";
-
-#define IS_PLAYER(v) ((v).classname == STR_PLAYER)
-#define IS_SPEC(v) ((v).classname == STR_SPECTATOR)
-#define IS_OBSERVER(v) ((v).classname == STR_OBSERVER)
-#define IS_CLIENT(v) (v.flags & FL_CLIENT)
-#define IS_BOT_CLIENT(v) (clienttype(v) == CLIENTTYPE_BOT)
-#define IS_REAL_CLIENT(v) (clienttype(v) == CLIENTTYPE_REAL)
-#define IS_NOT_A_CLIENT(v) (clienttype(v) == CLIENTTYPE_NOTACLIENT)
-
-#define IS_MONSTER(v) (v.flags & FL_MONSTER)
-#define IS_VEHICLE(v) (v.vehicle_flags & VHF_ISVEHICLE)
-#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))
-#define FOR_EACH_REALCLIENT(v) FOR_EACH_CLIENT(v) if(IS_REAL_CLIENT(v))
-
-#define FOR_EACH_PLAYER(v) FOR_EACH_CLIENT(v) if(IS_PLAYER(v))
-#define FOR_EACH_SPEC(v) FOR_EACH_CLIENT(v) if (!IS_PLAYER(v)) // Samual: shouldn't this be IS_SPEC(v)? and rather create a separate macro to include observers too
-#define FOR_EACH_REALPLAYER(v) FOR_EACH_REALCLIENT(v) if(IS_PLAYER(v))
-
-#define FOR_EACH_MONSTER(v) for(v = world; (v = findflags(v, flags, FL_MONSTER)) != world; )
-
#define CENTER_OR_VIEWOFS(ent) (ent.origin + (IS_PLAYER(ent) ? ent.view_ofs : ((ent.mins + ent.maxs) * 0.5)))
// copies a string to a tempstring (so one can strunzone it)
//#NO AUTOCVARS END
-
-// Sound functions
-//string precache_sound (string s) = #19;
-// hack
-float precache_sound_index (string s) = #19;
-
-const float SND_VOLUME = BIT(0);
-const float SND_ATTENUATION = BIT(1);
-const float SND_LARGEENTITY = BIT(3);
-const float SND_LARGESOUND = BIT(4);
-
const float INITPRIO_FIRST = 0;
const float INITPRIO_GAMETYPE = 0;
const float INITPRIO_GAMETYPE_FALLBACK = 1;