-#pragma flag off fastarrays // make dp behave with new fteqcc versions. remove when dp bug with fteqcc fastarrays is fixed
#define SVQC
-// DO NOT modify the contents of this file, or you will risk incompatibility with the game engine.
-
-entity self;
-entity other;
-entity world;
-
-float time;
-float frametime;
-float force_retouch;
-string mapname;
-float deathmatch;
-float coop;
-float teamplay;
-float serverflags;
-float total_secrets;
-float total_monsters;
-float found_secrets;
-float killed_monsters;
-float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
-vector v_forward, v_up, v_right;
-float trace_allsolid;
-float trace_startsolid;
-float trace_fraction;
-vector trace_endpos;
-vector trace_plane_normal;
-float trace_plane_dist;
-entity trace_ent;
-float trace_inopen;
-float trace_inwater;
-
-entity msg_entity;
-
-void main (void);
-void StartFrame (void);
-void PlayerPreThink (void);
-void PlayerPostThink (void);
-void ClientKill (void);
-void ClientConnect (void);
-void PutClientInServer (void);
-void ClientDisconnect (void);
-void SetNewParms (void);
-void SetChangeParms (void);
-
-/////////////////////////////////////////////////////////
-void end_sys_globals;
-/////////////////////////////////////////////////////////
-
-.float modelindex;
-
-.vector absmin, absmax;
-
-.float ltime;
-.float movetype;
-.float solid;
-
-.vector origin;
-.vector oldorigin;
-.vector velocity;
-.vector angles;
-.vector avelocity;
-.vector punchangle;
-
-.string classname;
-.string model;
-
-.float frame;
-.float skin;
-.float effects;
-
-.vector mins, maxs;
-.vector size;
-
-.void() touch;
-.void() use;
-.void() think;
-.void() blocked;
-
-.float nextthink;
-
-.entity groundentity;
-
-.float health;
-.float frags;
-
-.float weapon;
-.string weaponmodel;
-.float weaponframe;
-
-.float currentammo;
-.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
-.float items;
-
-.float takedamage;
-
-.entity chain;
-
-.float deadflag;
-
-.vector view_ofs;
-
-.float button0;
-.float button1;
-.float button2;
-.float impulse;
-.float fixangle;
-.vector v_angle;
-.float idealpitch;
-
-.string netname;
-.entity enemy;
-
-.float flags;
-.float colormap;
-.float team;
-.float max_health;
-.float teleport_time; // movement input is blocked till that time; set e.g. by waterjump logic - BUT, movement and friction still takes place
-.float armortype;
-.float armorvalue;
-.float waterlevel;
-.float watertype;
-.float ideal_yaw;
-.float yaw_speed;
-
-.entity aiment;
-.entity goalentity;
-
-.float spawnflags;
-
-.string target;
-.string targetname;
-
-.float dmg_take;
-.float dmg_save;
-.entity dmg_inflictor;
-
-.entity owner;
-.vector movedir;
-.string message;
-.float sounds;
-.string noise, noise1, noise2, noise3;
-
-/////////////////////////////////////////////////////////
-void end_sys_fields;
-/////////////////////////////////////////////////////////
+#define ATTN_NORM builtin_ATTN_NORM
+#define objerror builtin_objerror
+#define droptofloor builtin_droptofloor
+#define sound builtin_sound
+#define remove builtin_remove
+#define cvar_set builtin_cvar_set
+
+#include "progsdefs.qc"
+
+#undef ATTN_NORM
+#undef objerror
+#undef droptofloor
+#undef sound
+#undef remove
+#undef cvar_set