#pragma once
#ifdef CSQC
-#include <client/defs.qh>
+#include <client/csqcmodel_hooks.qh>
#endif
REGISTER_NET_LINKED(ENT_CLIENT_ENTCS)
.bool m_entcs_private;
/** True when origin is available */
-// FIXME: it seems sometimes this is false when observing even though observers should be able to know about all players
-// easily reproducible on heart_v2 or The_Yard with bots - might be because they lack waypoints and bots stand still
-// it has happened in matches with players and no bots but much more rarely
.bool has_origin;
/** True when a recent server sent origin has been received */
.bool has_sv_origin;
-.int sv_solid;
#endif
+.int sv_solid;
#ifdef SVQC
/*
void entcs_force_origin(entity player);
+ void entcs_update_players(entity player);
+
+ bool radar_showenemies;
+
#endif
#ifdef CSQC