/* * Copyright (c) 2016-2020 Marco Hladik * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #define CLASSEXPORT(classname,classa) void classname(void) { spawnfunc_##classa(); } var int autocvar_mp_flashlight = TRUE; var int g_hlbsp_materials = FALSE; void FX_Impact(int iType, vector vecPos, vector vNormal); void FX_Explosion(vector vecPos); void FX_GibHuman(vector vecPos); void Footsteps_Update(void); void Vox_Broadcast(string sMessage); void TraceAttack_FireBullets(int , vector, int, vector, int); void Damage_Radius(vector, entity, float, float, int, int); void Damage_Apply(entity, entity, float, int, int); void Client_TriggerCamera(entity eTarget, vector vecPos, vector vEndPos, float fResetTime); void Client_FixAngle(entity, vector); void Game_Input(void); int Rules_IsTeamPlay(void); entity eActivator; entity g_eAttacker; /* Generic entity fields */ .void(void) PlayerUse; .int iBleeds; .entity eUser; .float material; .float armor; .float deaths; .float fStepTime; /* in idTech the .owner field causes collisions to fail against set entity, * we don't want this all of the time. so use this as a fallback */ .entity real_owner; int trace_surfaceflagsi; string startspot; string __fullspawndata; hashtable hashMaterials; .float gflags; enumflags { GF_CANRESPAWN, GF_USE_RELEASED, GF_IN_VEHICLE, GF_FROZEN, GF_SEMI_TOGGLED, GF_GAMESTARTS };