-#ifndef SERVER_ALL_H
-#define SERVER_ALL_H
+#pragma once
+
+int maxclients;
+
+const string STR_PLAYER = "player";
+const string STR_SPECTATOR = "spectator";
+const string STR_OBSERVER = "observer";
+
+#define IS_PLAYER(v) ((v).classname == STR_PLAYER)
+#define IS_SPEC(v) ((v).classname == STR_SPECTATOR)
+#define IS_OBSERVER(v) ((v).classname == STR_OBSERVER)
+
+#define IS_CLIENT(v) (v.flags & FL_CLIENT)
+/** want: (IS_CLIENT(v) && !IS_REAL_CLIENT(v)) */
+#define IS_BOT_CLIENT(v) (clienttype(v) == CLIENTTYPE_BOT)
+#define IS_FAKE_CLIENT(v) (clienttype(v) == CLIENTTYPE_NOTACLIENT)
+#define IS_REAL_CLIENT(v) (clienttype(v) == CLIENTTYPE_REAL)
+/** was: (clienttype(v) == CLIENTTYPE_NOTACLIENT) */
+#define IS_NOT_A_CLIENT(v) (!IS_CLIENT(v))
+
+#define IS_MONSTER(v) (v.flags & FL_MONSTER)
+#define IS_VEHICLE(v) (v.vehicle_flags & VHF_ISVEHICLE)
+#define IS_TURRET(v) (v.turret_flags & TUR_FLAG_ISTURRET)
+
+// NOTE: FOR_EACH_CLIENTSLOT deprecated! Use the following instead: FOREACH_CLIENTSLOT(true, { code; });
+// NOTE: FOR_EACH_CLIENT deprecated! Use the following instead: FOREACH_CLIENT(true, { code; });
+// NOTE: FOR_EACH_REALCLIENT deprecated! Use the following instead: FOREACH_CLIENT(IS_REAL_CLIENT(it), { code; });
+
+// NOTE: FOR_EACH_PLAYER deprecated! Use the following instead: FOREACH_CLIENT(IS_PLAYER(it), { code; });
+// NOTE: FOR_EACH_SPEC deprecated! Use the following instead: FOREACH_CLIENT(IS_SPEC(it), { code; });
+// NOTE: FOR_EACH_OBSERVER deprecated! Use the following instead: FOREACH_CLIENT(IS_OBSERVER(it), { code; });
+// NOTE: FOR_EACH_REALPLAYER deprecated! Use the following instead: FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), { code; });
+
+#define FOREACH_CLIENTSLOT(cond, body) \
+ MACRO_BEGIN { \
+ for(int _i = 1; _i <= maxclients; ++_i) \
+ { \
+ const noref int i = _i; \
+ ITER_CONST noref entity it = ftoe(i); \
+ if(cond) { LAMBDA(body) } \
+ } \
+ } MACRO_END
+
+#define FOREACH_CLIENT(cond, body) FOREACH_CLIENTSLOT(IS_CLIENT(it) && (cond), body)
+
+// NOTE: FOR_EACH_MONSTER deprecated! Use the following instead: FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, { code; });
+
+#include <common/effects/all.qh>
+#include <common/models/all.qh>
+#include <common/sounds/all.qh>
#include "autocvars.qh"
#include "constants.qh"
#include "defs.qh"
#include "miscfunctions.qh"
-
-
-#include "../common/effects/all.qh"
-#include "../common/models/all.qh"
-#include "../common/sounds/all.qh"
-
-#endif