+#if defined(CSQC)
+#elif defined(MENUQC)
+#elif defined(SVQC)
+ #include "../dpdefs/progsdefs.qh"
+ #include "../dpdefs/dpextensions.qh"
+ #include "../warpzonelib/common.qh"
+ #include "../warpzonelib/server.qh"
+ #include "../common/constants.qh"
+ #include "../common/util.qh"
+ #include "../common/weapons/weapons.qh"
+ #include "weapons/csqcprojectile.qh"
+ #include "autocvars.qh"
+ #include "constants.qh"
+ #include "defs.qh"
+ #include "../common/deathtypes.qh"
+ #include "mutators/mutators_include.qh"
+ #include "vehicles/vehicles_def.qh"
+ #include "../common/mapinfo.qh"
+ #include "command/common.qh"
+ #include "../csqcmodellib/sv_model.qh"
+ #include "anticheat.qh"
+ #include "g_hook.qh"
+#endif
+
void CreatureFrame (void)
{
entity oldself;
float dm;
oldself = self;
- for(self = world; (self = findfloat(self, damagedbycontents, TRUE)); )
+ for(self = world; (self = findfloat(self, damagedbycontents, true)); )
{
if (self.movetype == MOVETYPE_NOCLIP) { continue; }
skill = autocvar_skill;
// detect when the pre-game countdown (if any) has ended and the game has started
- game_delay = (time < game_starttime) ? TRUE : FALSE;
+ game_delay = (time < game_starttime) ? true : false;
- if(game_delay_last == TRUE)
- if(game_delay == FALSE)
+ if(game_delay_last == true)
+ if(game_delay == false)
if(autocvar_sv_eventlog)
GameLogEcho(":startdelay_ended");