void player_anim (void);
-void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
+void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
// g_<gametype>_str:
// If 0, default is used.
#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 == 0 || autocvar_g_respawn_delay_forced) ? max(0, autocvar_g_##str) : \
gametype_setting_tmp)
void ClientKill_Now_TeamChange();
-void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
+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);
void VoiceMessage(string type, string msg);
void MoveToTeam(entity client, float team_colour, float type);
-#endif
\ No newline at end of file
+#endif