#pragma once
+float autocvar_g_spawnshieldtime;
+float autocvar_g_spawnshield_blockdamage;
+bool autocvar_sv_precacheplayermodels;
+bool autocvar_sv_defaultcharacter;
+bool autocvar_sv_defaultcharacterskin;
+int autocvar_sv_defaultplayerskin_blue;
+int autocvar_sv_defaultplayerskin_pink;
+int autocvar_sv_defaultplayerskin_red;
+int autocvar_sv_defaultplayerskin_yellow;
+string autocvar_sv_defaultplayercolors;
+string autocvar_sv_defaultplayermodel;
+string autocvar_sv_defaultplayermodel_blue;
+string autocvar_sv_defaultplayermodel_pink;
+string autocvar_sv_defaultplayermodel_red;
+string autocvar_sv_defaultplayermodel_yellow;
+int autocvar_sv_defaultplayerskin;
+float autocvar_sv_gibhealth;
+
.entity pusher;
.float pushltime;
.bool istypefrag;
+.float death_time;
+
.float CopyBody_nextthink;
.void(entity this) CopyBody_think;
void CopyBody_Think(entity this);
void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
bool PlayerHeal(entity targ, entity inflictor, float amount, float limit);
+
+void precache_all_playermodels(string pattern);
+
+IntrusiveList g_clones;
+STATIC_INIT(g_clones) { g_clones = IL_NEW(); }