#if defined(CSQC) #elif defined(MENUQC) #elif defined(SVQC) #include "../dpdefs/progsdefs.qh" #include "../warpzonelib/util_server.qh" #include "defs.qh" #include "vehicles/vehicles_def.qh" #endif .float roomtype; .float radius; .float pitch; .float renderamt; .float rendermode; .vector rendercolor; void spawnfunc_weapon_crossbow() {} void spawnfunc_weapon_handgrenade() {} void spawnfunc_ammo_crossbow() {} void spawnfunc_ammo_9mmclip() {} void spawnfunc_ammo_gaussclip() {} void spawnfunc_weapon_rpg() {} void spawnfunc_weapon_357() {} void ammo_ARgrenades() {} void spawnfunc_item_battery() {} void spawnfunc_ammo_rpgclip() {} void weapon_9mmAR() {} void spawnfunc_weapon_tripmine() {} void spawnfunc_weapon_snark() {} void spawnfunc_ammo_buckshot() {} void ammo_9mmAR() {} void spawnfunc_ammo_357() {} void spawnfunc_weapon_gauss() {} void spawnfunc_weapon_hornetgun() {} //void spawnfunc_weapon_shotgun() {} void spawnfunc_item_healthkit() {} void spawnfunc_item_longjump() {} void spawnfunc_item_antidote() {} void spawnfunc_func_recharge() {} void spawnfunc_info_node() {} void spawnfunc_env_sound() {} void spawnfunc_light_spot() {} void spawnfunc_func_healthcharger() {} void func_ladder_touch() { if (!other.iscreature) return; if (other.vehicle_flags & VHF_ISVEHICLE) return; EXACTTRIGGER_TOUCH; other.ladder_time = time + 0.1; other.ladder_entity = self; } void spawnfunc_func_ladder() { EXACTTRIGGER_INIT; self.touch = func_ladder_touch; } void spawnfunc_func_water() { EXACTTRIGGER_INIT; self.touch = func_ladder_touch; }