nuclide/Source/server/defs.h
Marco Hladik 9ce909e291 - Added Rewolf decore_* entities from the demo
- Added early Rewolf Health/Armor HUD variants
- Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf
- Fixed some skybox behaviour to only apply to BSP30
- Changed the env_message and game_text display to use "creditsfont" instead of the conchars
- Tweaked damage radius and prediction for some entities and weapons
- Added world_items
- Added item_healthkit
- Added item_battery
- Fixed level transition logic
- impulse 101 now fills up health and armor/suit in mod valve
- Some tweaks to Damage_Apply so that healing can be performed without funky visuals
- Added stub monsters for valve/rewolf that'll soon support scripted sequences
- Tweaked chat system to get rid of quotation marks around messages
- Added support for changing the window caption to reflect the mod you're playing
- Lots of small little things in terms of cleanup
2019-03-19 20:01:24 +01:00

40 lines
1.2 KiB
C

/***
*
* 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;