void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
-// g_<gametype>_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 PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
bool PlayerHeal(entity targ, entity inflictor, float amount, float limit);