#ifndef CL_PLAYER_H #define CL_PLAYER_H .entity pusher; .float pushltime; .float istypefrag; .float CopyBody_nextthink; .void() CopyBody_think; void CopyBody_Think(); void CopyBody(float keepvelocity); void player_setupanimsformodel(); void player_anim(); void PlayerCorpseDamage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force); // g__str: // If 0, default is used. // If <0, 0 is used. // Otherwise, g_str (default value) is used. // For consistency, negative values there are mapped to zero too. #define GAMETYPE_DEFAULTED_SETTING(str) \ ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \ (gametype_setting_tmp < 0) ? 0 \ : (gametype_setting_tmp == 0 || autocvar_g_respawn_delay_forced) ? max(0, autocvar_g_##str) \ : gametype_setting_tmp) void calculate_player_respawn_time(entity this); void ClientKill_Now_TeamChange(); void MoveToTeam(entity client, float team_colour, float type); void PlayerDamage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force); /** to be used by `prvm_edictset server playernumber muted 1` */ .float muted; int Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol); #endif