#include "anticheat.qh"
#include "g_hook.qh"
+#include "g_damage.qh"
#include "g_world.qh"
#include "bot/api.qh"
#include "command/common.qh"
-#include "mutators/_mod.qh"
+#include <server/mutators/_mod.qh>
#include "weapons/csqcprojectile.qh"
+#include <server/compat/quake3.qh>
#include "../common/constants.qh"
#include "../common/deathtypes/all.qh"
#include "../common/util.qh"
#include "../common/vehicles/all.qh"
+#include <common/monsters/sv_monsters.qh>
#include <common/weapons/_all.qh>
#include "../lib/csqcmodel/sv_model.qh"
bool game_delay_last;
bool autocvar_sv_autopause = false;
-float RedirectionThink();
void systems_update();
void sys_phys_update(entity this, float dt);
void StartFrame()
.float anglejitter;
.string gametypefilter;
.string cvarfilter;
-bool DoesQ3ARemoveThisEntity(entity this);
/**
* Evaluate an expression of the form: [+ | -]? [var[op]val | [op]var | val | var] ...
string k, v;
s = argv(i);
#define X(expr) \
- if (expr) { \
+ if (expr) \
continue; \
- } else { \
- expr_fail = true; \
- break; \
- }
+ expr_fail = true; \
+ break;
+
#define BINOP(op, len, expr) \
if ((o = strstrofs(s, op, 0)) >= 0) { \
k = substring(s, 0, o); \
tracetest_ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
//for(entity e = warpzone_first; e; e = e.warpzone_next)
for(entity e = NULL; (e = find(e, classname, "trigger_warpzone")); )
- {
- vector src, dst;
- src = (e.absmin + e.absmax) * 0.5;
- makevectors(e.warpzone_angles);
- src = src + ((e.warpzone_origin - src) * v_forward) * v_forward + 16 * v_right;
- dst = (e.enemy.absmin + e.enemy.absmax) * 0.5;
- makevectors(e.enemy.warpzone_angles);
- dst = dst + ((e.enemy.warpzone_origin - dst) * v_forward) * v_forward - 16 * v_right;
- waypoint_spawnforteleporter_wz(e, src, dst, 0, -v_up, tracetest_ent);
- }
+ waypoint_spawnforteleporter_wz(e, tracetest_ent);
delete(tracetest_ent);
}
+
+/*
+==================
+main
+
+unused but required by the engine
+==================
+*/
+void main ()
+{
+
+}