#include "weapons/projectile.qh"
#include "../common/buffs.qh"
#include "../common/deathtypes.qh"
#include "weapons/projectile.qh"
#include "../common/buffs.qh"
#include "../common/deathtypes.qh"
#include "../common/mapinfo.qh"
#include "../common/monsters/all.qh"
#include "../common/nades.qh"
#include "../common/mapinfo.qh"
#include "../common/monsters/all.qh"
#include "../common/nades.qh"
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
CALL_ACCUMULATED_FUNCTION(RegisterHUD_Panels);
CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
CALL_ACCUMULATED_FUNCTION(RegisterHUD_Panels);
case ENT_CLIENT_KEYLOCK: ent_keylock(); break;
case ENT_CLIENT_TRAIN: ent_train(); break;
case ENT_CLIENT_TRIGGER_IMPULSE: ent_trigger_impulse(); break;
case ENT_CLIENT_KEYLOCK: ent_keylock(); break;
case ENT_CLIENT_TRAIN: ent_train(); break;
case ENT_CLIENT_TRIGGER_IMPULSE: ent_trigger_impulse(); break;
// Return value should be 1 if CSQC handled the temporary entity, otherwise return 0 to have the engine process the event.
float CSQC_Parse_TempEntity()
{
// Return value should be 1 if CSQC handled the temporary entity, otherwise return 0 to have the engine process the event.
float CSQC_Parse_TempEntity()
{