#pragma once #if defined(CSQC) #elif defined(MENUQC) #elif defined(SVQC) #include #include #include #include #include #include #include #include "weapons/accuracy.qh" #include "weapons/csqcprojectile.qh" #include "weapons/selection.qh" #include #include "autocvars.qh" #include "constants.qh" #include "defs.qh" #include #include #include "mutators/_mod.qh" #include #include #include #include #include "g_hook.qh" #include "scores.qh" #include "spawnpoints.qh" #endif .float dmg; .float dmg_edge; .float dmg_force; .float dmg_radius; bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf); void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner); float checkrules_firstblood; float yoda; float damage_goodhits; float damage_gooddamage; .float dmg_team; .float teamkill_complain; .float teamkill_soundtime; .entity teamkill_soundsource; .entity pusher; .float istypefrag; .float taunt_soundtime; float IsFlying(entity a); void UpdateFrags(entity player, int f); // NOTE: f=0 means still count as a (positive) kill, but count no frags for it void W_SwitchWeapon_Force(Player this, Weapon w, .entity weaponentity); entity GiveFrags_randomweapons; void GiveFrags (entity attacker, entity targ, float f, int deathtype); string AppendItemcodes(string s, entity player); void LogDeath(string mode, int deathtype, entity killer, entity killed); void Obituary_SpecialDeath( entity notif_target, float murder, int deathtype, string s1, string s2, string s3, float f1, float f2, float f3); float w_deathtype; float Obituary_WeaponDeath( entity notif_target, float murder, int deathtype, string s1, string s2, string s3, float f1, float f2); void Obituary(entity attacker, entity inflictor, entity targ, int deathtype); void Ice_Think(entity this); void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint); void Unfreeze (entity targ); void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force); float RadiusDamage_running; float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, int deathtype, entity directhitentity); // Returns total damage applies to creatures float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity); .float fire_damagepersec; .float fire_endtime; .float fire_deathtype; .entity fire_owner; .float fire_hitsound; .entity fire_burner; void fireburner_think(entity this); float Fire_IsBurning(entity e); float Fire_AddDamage(entity e, entity o, float d, float t, float dt); void Fire_ApplyDamage(entity e); void Fire_ApplyEffect(entity e);