#pragma once
-#if defined(CSQC)
-#elif defined(MENUQC)
-#elif defined(SVQC)
- #include <common/weapons/_all.qh>
- #include <common/stats.qh>
- #include <server/items/items.qh>
- #include <server/miscfunctions.qh>
- #include <lib/warpzone/common.qh>
- #include <common/constants.qh>
- #include <common/teams.qh>
- #include <common/util.qh>
- #include <common/weapons/_all.qh>
- #include "weapons/accuracy.qh"
- #include "weapons/csqcprojectile.qh"
- #include "weapons/selection.qh"
- #include "autocvars.qh"
- #include <common/notifications/all.qh>
- #include <common/deathtypes/all.qh>
- #include <server/mutators/_mod.qh>
- #include <common/turrets/sv_turrets.qh>
- #include <common/vehicles/all.qh>
- #include <lib/csqcmodel/sv_model.qh>
- #include <common/playerstats.qh>
- #include "hook.qh"
- #include "scores.qh"
- #include "spawnpoints.qh"
-#endif
+#include <common/weapons/_all.qh>
+
+bool autocvar_g_throughfloor_debug;
+float autocvar_g_throughfloor_damage;
+float autocvar_g_throughfloor_force;
+float autocvar_g_throughfloor_damage_max_stddev;
+float autocvar_g_throughfloor_force_max_stddev;
+float autocvar_g_throughfloor_min_steps_player;
+float autocvar_g_throughfloor_max_steps_player;
+float autocvar_g_throughfloor_min_steps_other;
+float autocvar_g_throughfloor_max_steps_other;
+float autocvar_g_mirrordamage;
+bool autocvar_g_mirrordamage_virtual;
+bool autocvar_g_mirrordamage_onlyweapons;
+float autocvar_g_maxpushtime;
+float autocvar_g_balance_damagepush_speedfactor;
+int autocvar_g_balance_firetransfer_damage;
+int autocvar_g_balance_firetransfer_time;
+float autocvar_g_balance_armor_blockpercent;
+float autocvar_g_teamdamage_resetspeed;
+float autocvar_g_teamdamage_threshold;
+float autocvar_g_balance_selfdamagepercent;
+float autocvar_g_friendlyfire;
+float autocvar_g_friendlyfire_virtual;
+float autocvar_g_friendlyfire_virtual_force;
+float autocvar_g_frozen_revive_falldamage;
+int autocvar_g_frozen_revive_falldamage_health;
+bool autocvar_g_frozen_damage_trigger;
+float autocvar_g_frozen_force;
.void(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) event_damage;