/*** * * 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(); } var int autocvar_mp_flashlight = TRUE; var int g_hlbsp_materials = FALSE; void Effect_Impact( int iType, vector vPos, vector vNormal ); void Effect_CreateExplosion( vector vPos ); void Effect_GibHuman( vector vPos); void Footsteps_Update( void ); void Vox_Broadcast(string sMessage); void TraceAttack_FireBullets( int iShots, vector vPos, int iDamage, vector vecAccuracy); 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 deaths; .float fStepTime; string startspot; string __fullspawndata; hashtable hashMaterials;