7 .float CopyBody_nextthink;
8 .void(entity this) CopyBody_think;
9 void CopyBody_Think(entity this);
10 void CopyBody(entity this, float keepvelocity);
12 void dedicated_print(string input);
14 /// \brief Print the string to player's chat.
15 /// \param[in] player Player to print to.
16 /// \param[in] text Text to print.
17 /// \return No return.
18 void PrintToChat(entity player, string text);
20 /// \brief Print the string to player's chat if the server cvar "developer" is
22 /// \param[in] player Player to print to.
23 /// \param[in] text Text to print.
24 /// \return No return.
25 void DebugPrintToChat(entity player, string text);
27 void player_setupanimsformodel(entity this);
29 void player_anim(entity this);
31 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
34 // If 0, default is used.
36 // Otherwise, g_str (default value) is used.
37 // For consistency, negative values there are mapped to zero too.
38 #define GAMETYPE_DEFAULTED_SETTING(str) \
39 ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
40 (gametype_setting_tmp < 0) ? 0 \
41 : (gametype_setting_tmp == 0 || autocvar_g_respawn_delay_forced) ? max(0, autocvar_g_##str) \
42 : gametype_setting_tmp)
44 void calculate_player_respawn_time(entity this);
46 void ClientKill_Now_TeamChange(entity this);
48 void MoveToTeam(entity client, float team_colour, float type);
50 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
52 /** to be used by `prvm_edictset server playernumber muted 1` */
54 int Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol);