.vector anim_backright; // player running backward and right
.vector anim_backleft; // player running back and left
.vector anim_melee; // player doing the melee action
+.vector anim_duck; // player doing the melee action
+.vector anim_duckwalkbackwards;
+.vector anim_duckwalkstrafeleft;
+.vector anim_duckwalkstraferight;
+.vector anim_duckwalkforwardright;
+.vector anim_duckwalkforwardleft;
+.vector anim_duckwalkbackright;
+.vector anim_duckwalkbackleft;
// weapon animation vectors:
.vector anim_fire1;
.float clip_size;
.float minelayer_mines;
+.float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
+
#define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
// when doing this, hagar can go through clones
// #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
void PlayerUseKey();
+
+typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
+.spawn_evalfunc_t spawn_evalfunc;