1#pragma once 2 3#if defined(CSQC) 4#elif defined(MENUQC) 5#elif defined(SVQC) 6 #include <lib/warpzone/common.qh> 7 #include <common/constants.qh> 8 #include <common/teams.qh> 9 #include <common/util.qh> 10 #include <common/weapons/_all.qh> 11 #include "weapons/accuracy.qh" 12 #include "weapons/csqcprojectile.qh" 13 #include "weapons/selection.qh" 14 #include <common/t_items.qh> 15 #include "autocvars.qh" 16 #include "constants.qh" 17 #include "defs.qh" 18 #include <common/notifications/all.qh> 19 #include <common/deathtypes/all.qh> 20 #include "mutators/_mod.qh" 21 #include <common/turrets/sv_turrets.qh> 22 #include <common/vehicles/all.qh> 23 #include <lib/csqcmodel/sv_model.qh> 24 #include <common/playerstats.qh> 25 #include "g_hook.qh" 26 #include "scores.qh" 27 #include "spawnpoints.qh" 28#endif 29 30.float dmg; 31.float dmg_edge; 32.float dmg_force; 33.float dmg_radius; 34 35bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf); 36 37void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner); 38 39float checkrules_firstblood; 40 41float yoda; 42float damage_goodhits; 43float damage_gooddamage; 44 45.float dmg_team; 46.float teamkill_complain; 47.float teamkill_soundtime; 48.entity teamkill_soundsource; 49.entity pusher; 50.float istypefrag; 51.float taunt_soundtime; 52 53float IsFlying(entity a); 54 55void UpdateFrags(entity player, int f); 56 57// NOTE: f=0 means still count as a (positive) kill, but count no frags for it 58void W_SwitchWeapon_Force(Player this, Weapon w, .entity weaponentity); 59entity GiveFrags_randomweapons; 60void GiveFrags (entity attacker, entity targ, float f, int deathtype); 61 62string AppendItemcodes(string s, entity player); 63 64void LogDeath(string mode, int deathtype, entity killer, entity killed); 65 66void Obituary_SpecialDeath( 67 entity notif_target, 68 float murder, 69 int deathtype, 70 string s1, string s2, string s3, 71 float f1, float f2, float f3); 72 73float w_deathtype; 74float Obituary_WeaponDeath( 75 entity notif_target, 76 float murder, 77 int deathtype, 78 string s1, string s2, string s3, 79 float f1, float f2); 80 81void Obituary(entity attacker, entity inflictor, entity targ, int deathtype); 82 83void Ice_Think(entity this); 84 85void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint); 86 87void Unfreeze (entity targ); 88 89// these are updated by each Damage call for use in button triggering and such 90entity damage_targ; 91entity damage_inflictor; 92entity damage_attacker; 93 94void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force); 95 96float RadiusDamage_running; 97float 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); 98 // Returns total damage applies to creatures 99 100float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity); 101 102.float fire_damagepersec; 103.float fire_endtime; 104.float fire_deathtype; 105.entity fire_owner; 106.float fire_hitsound; 107.entity fire_burner; 108 109void fireburner_think(entity this); 110 111float Fire_IsBurning(entity e); 112 113float Fire_AddDamage(entity e, entity o, float d, float t, float dt); 114 115void Fire_ApplyDamage(entity e); 116 117void Fire_ApplyEffect(entity e); 118