#ifndef CL_PLAYER_H #define CL_PLAYER_H .entity pusher; .float pushltime; .float istypefrag; .float CopyBody_nextthink; .void(void) CopyBody_think; void CopyBody_Think(void); void CopyBody(float keepvelocity); float player_getspecies(); void player_setupanimsformodel(); void player_anim (void); 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) ? max(0, autocvar_g_##str) : \ gametype_setting_tmp) void calculate_player_respawn_time(); void ClientKill_Now_TeamChange(); void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force); .float muted; // to be used by prvm_edictset server playernumber muted 1 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol); // message "": do not say, just test flood control // return value: // 1 = accept // 0 = reject // -1 = fake accept float GetVoiceMessageVoiceType(string type); string allvoicesamples; .string GetVoiceMessageSampleField(string type); .string GetPlayerSoundSampleField(string type); void PrecacheGlobalSound(string samplestring); void PrecachePlayerSounds(string f); void ClearPlayerSounds(); float LoadPlayerSounds(string f, float first); .int modelindex_for_playersound; .int skin_for_playersound; void UpdatePlayerSounds(); void FakeGlobalSound(string sample, float chan, float voicetype); void GlobalSound(string sample, float chan, float voicetype); void PlayerSound(.string samplefield, float chan, float voicetype); void VoiceMessage(string type, string msg); void MoveToTeam(entity client, float team_colour, float type); #endif