/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ #define CLASSEXPORT(classname,classa) void classname ( void ) { spawnfunc_##classa(); } void Effect_Impact( int iType, vector vPos, vector vNormal ); void Effect_CreateExplosion( vector vPos ); void Footsteps_Update( void ); void TraceAttack_FireBullets( int iShots, vector vPos, int iDamage); void Damage_Radius( vector vOrigin, entity eAttacker, float fDamage, float fRadius, int iCheckClip ); void Damage_Apply( entity eTarget, entity eAttacker, float fDamage, vector vHitPos, int iSkipArmor ); void Client_TriggerCamera( entity eTarget, vector vPos, vector vEndPos, float fResetTime ); void Game_Input(void); entity eActivator; // Generic entity fields .void() PlayerUse; .int iBleeds; .void(int iHitBody) vPain; .void(int iHitBody) vDeath; .entity eUser; .float material; .float armor; .float fStepTime; string startspot; string __fullspawndata; hashtable hashMaterials; int g_initialized;