#pragma once .entity pusher; .float pushltime; .float istypefrag; .float CopyBody_nextthink; .void(entity this) CopyBody_think; void CopyBody_Think(entity this); void CopyBody(entity this, float keepvelocity); void dedicated_print(string input); /// \brief Print the string to player's chat. /// \param[in] player Player to print to. /// \param[in] text Text to print. /// \return No return. void PrintToChat(entity player, string text); /// \brief Print the string to player's chat if the server cvar "developer" is /// not 0. /// \param[in] player Player to print to. /// \param[in] text Text to print. /// \return No return. void DebugPrintToChat(entity player, string text); /// \brief Prints the string to all players' chat. /// \param[in] text Text to print. /// \return No return. void PrintToChatAll(string text); /// \brief Prints the string to all players' chat if the server cvar "developer" /// is not 0. /// \param[in] text Text to print. /// \return No return. void DebugPrintToChatAll(string text); /// \brief Print the string to chat of all players of the specified team. /// \param[in] teamnum Team to print to. See NUM_TEAM constants. /// \param[in] text Text to print. /// \return No return. void PrintToChatTeam(int teamnum, string text); /// \brief Print the string to chat of all players of the specified team if the /// server cvar "developer" is not 0. /// \param[in] teamnum Team to print to. See NUM_TEAM constants. /// \param[in] text Text to print. /// \return No return. void DebugPrintToChatTeam(int teamnum, string text); void player_setupanimsformodel(entity this); void player_anim(entity this); void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force); // g__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 || autocvar_g_respawn_delay_forced) ? max(0, autocvar_g_##str) \ : gametype_setting_tmp) void calculate_player_respawn_time(entity this); void ClientKill_Now_TeamChange(entity this); /// \brief Moves player to the specified team. /// \param[in,out] client Client to move. /// \param[in] team_colour Color of the team. /// \param[in] type ??? /// \return True on success, false otherwise. bool MoveToTeam(entity client, float team_colour, float type); void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force); int Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol);