-#if defined(CSQC)
-#elif defined(MENUQC)
-#elif defined(SVQC)
- #include "../dpdefs/progsdefs.qh"
- #include "../dpdefs/dpextensions.qh"
- #include "../common/constants.qh"
- #include "../common/teams.qh"
- #include "../common/util.qh"
- #include "../common/animdecide.qh"
- #include "../common/weapons/weapons.qh"
- #include "weapons/accuracy.qh"
- #include "t_items.qh"
- #include "autocvars.qh"
- #include "constants.qh"
- #include "defs.qh"
- #include "../common/deathtypes.qh"
- #include "mutators/mutators_include.qh"
- #include "../common/mapinfo.qh"
- #include "command/common.qh"
- #include "../csqcmodellib/sv_model.qh"
- #include "cheats.qh"
- #include "../common/playerstats.qh"
- #include "portals.qh"
-#endif
-
-.entity pusher;
-.float pushltime;
-.float istypefrag;
-
-.float CopyBody_nextthink;
-.void(void) CopyBody_think;
+#include "cl_player.qh"
+#include "g_triggers.qh"
+#include "g_violence.qh"
+#include "miscfunctions.qh"
+
+#include "weapons/weaponstats.qh"
+
void CopyBody_Think(void)
{
if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
}
}
-// 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) ? max(0, autocvar_g_##str) : \
- gametype_setting_tmp)
-
-
void calculate_player_respawn_time()
{
if(g_ca)
self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
}
-void ClientKill_Now_TeamChange();
-
void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
float take, save, dh, da, j;
}
}
-.float muted; // to be used by prvm_edictset server playernumber muted 1
float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
// message "": do not say, just test flood control
// return value:
return VOICETYPE_TEAMRADIO;
}
-string allvoicesamples;
.string GetVoiceMessageSampleField(string type)
{
GetPlayerSoundSampleField_notFound = 0;
return 1;
}
-.float modelindex_for_playersound;
-.float skin_for_playersound;
void UpdatePlayerSounds()
{
if(self.modelindex == self.modelindex_for_playersound)