#include "animdecide.qh"
-#include <common/monsters/_mod.qh>
-
-#if defined(SVQC)
- #include "util.qh"
- #include <common/weapons/_all.qh>
- #include <common/stats.qh>
+#if defined(CSQC)
+ #include <common/monsters/_mod.qh>
+#elif defined(MENUQC)
+#elif defined(SVQC)
+ #include <common/monsters/_mod.qh>
+ #include <common/stats.qh>
+ #include <common/util.qh>
+ #include <common/weapons/_all.qh>
#endif
bool monsters_animoverride(entity this)
#include "campaign_file.qh"
+
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "util.qh"
- #include "campaign_common.qh"
+ #include <common/util.qh>
+ #include <common/campaign_common.qh>
#endif
// CampaignFileLoad(offset, n)
#include "campaign_setup.qh"
+
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "campaign_common.qh"
- #include "mapinfo.qh"
+ #include <common/campaign_common.qh>
+ #include <common/mapinfo.qh>
#endif
void CampaignSetup(int n)
#include "generic.qh"
-#include "_mod.qh"
-#include "reg.qh"
-#include "markup.qh"
-#include "rpn.qh"
-
-#include "../mapinfo.qh"
-
-#ifdef GAMEQC
- #include "../notifications/all.qh"
-#endif
-
-#ifdef CSQC
+#if defined(CSQC)
#include <client/command/cl_cmd.qh>
-#endif
-
-#ifdef SVQC
- #include <server/command/_mod.qh>
+ #include <common/command/_mod.qh>
+ #include <common/command/markup.qh>
+ #include <common/command/reg.qh>
+ #include <common/command/rpn.qh>
+ #include <common/mapinfo.qh>
+ #include <common/notifications/all.qh>
+#elif defined(MENUQC)
+#elif defined(SVQC)
+ #include <common/command/_mod.qh>
+ #include <common/command/markup.qh>
+ #include <common/command/reg.qh>
+ #include <common/command/rpn.qh>
+ #include <common/mapinfo.qh>
+ #include <common/notifications/all.qh>
#include <common/turrets/config.qh>
#include <common/weapons/config.qh>
+ #include <server/command/_mod.qh>
#endif
// =========================================================
#include "markup.qh"
-#include "command.qh"
+
+#include <common/command/command.qh>
// =========================================================
// Markup chat characters command code, reworked by Samual
#include "rpn.qh"
-#include "command.qh"
+
+#include <common/command/command.qh>
// ========================================
#include "ent_cs.qh"
-#include <common/gamemodes/_mod.qh>
-#include <common/resources.qh>
-#ifdef SVQC
-#include <server/resources.qh>
+
+#if defined(CSQC)
+ #include <common/gamemodes/_mod.qh>
+ #include <common/resources.qh>
+#elif defined(MENUQC)
+#elif defined(SVQC)
+ #include <common/gamemodes/_mod.qh>
+ #include <common/resources.qh>
+ #include <server/resources.qh>
#endif
REGISTRY(EntCSProps, BITS(16) - 1)
#include "mapinfo.qh"
#if defined(CSQC)
- #include "util.qh"
- #include <common/weapons/_all.qh>
+ #include <common/util.qh>
+ #include <common/weapons/_all.qh>
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "util.qh"
- #include <common/monsters/_mod.qh>
+ #include <common/util.qh>
+ #include <common/monsters/_mod.qh>
#endif
#ifdef MENUQC
#include "models.qh"
#ifdef SVQC
-#include <common/weapons/_all.qh>
-#include <common/stats.qh>
-#include <common/net_linked.qh>
-#include "subs.qh"
-#include "triggers.qh"
-#include "bgmscript.qh"
-
#include <common/constants.qh>
+#include <common/mapobjects/bgmscript.qh>
+#include <common/mapobjects/subs.qh>
+#include <common/mapobjects/triggers.qh>
+#include <common/net_linked.qh>
+#include <common/stats.qh>
+#include <common/weapons/_all.qh>
#include <lib/csqcmodel/sv_model.qh>
void g_model_setcolormaptoactivator(entity this, entity actor, entity trigger)
#include "platforms.qh"
+
void generic_plat_blocked(entity this, entity blocker)
{
#ifdef SVQC
#include "subs.qh"
+
void SUB_NullThink(entity this) { }
void SUB_CalcMoveDone(entity this);
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include <lib/warpzone/common.qh>
- #include <lib/warpzone/util_server.qh>
- #include <lib/warpzone/server.qh>
- #include "../constants.qh"
- #include "../mapobjects/subs.qh"
- #include "../util.qh"
- #include <server/weapons/csqcprojectile.qh>
- #include <server/autocvars.qh>
- #include <common/weapons/_all.qh>
- #include <common/stats.qh>
- #include "../deathtypes/all.qh"
- #include "../turrets/sv_turrets.qh"
- #include "../vehicles/all.qh"
- #include <common/gamemodes/_mod.qh>
- #include <server/anticheat.qh>
+ #include <common/constants.qh>
+ #include <common/deathtypes/all.qh>
+ #include <common/gamemodes/_mod.qh>
+ #include <common/mapobjects/subs.qh>
+ #include <common/stats.qh>
+ #include <common/turrets/sv_turrets.qh>
+ #include <common/util.qh>
+ #include <common/vehicles/all.qh>
+ #include <common/weapons/_all.qh>
+ #include <lib/warpzone/common.qh>
+ #include <lib/warpzone/server.qh>
+ #include <lib/warpzone/util_server.qh>
+ #include <server/anticheat.qh>
+ #include <server/autocvars.qh>
+ #include <server/weapons/csqcprojectile.qh>
#endif
#ifdef SVQC
#include <client/autocvars.qh>
#include <client/draw.qh>
+#include <client/hud/hud_config.qh>
+#include <client/mapvoting.qh>
#include <common/ent_cs.qh>
-
-#include "minigames.qh"
+#include <common/minigames/minigames.qh>
.vector colormod;
-#include <client/hud/hud_config.qh>
-#include <client/mapvoting.qh>
-
void HUD_MinigameBoard_Export(int fh)
{
// allow saving cvars that aesthetically change the panel into hud skin files
#include "sv_minigames.qh"
-#include "minigames.qh"
+#include <common/minigames/minigames.qh>
#include <server/gamelog.qh>
void player_clear_minigame(entity player)
#include "sv_monsters.qh"
+#include <common/constants.qh>
+#include <common/deathtypes/all.qh>
+#include <common/items/_mod.qh>
+#include <common/mapobjects/teleporters.qh>
+#include <common/mapobjects/triggers.qh>
+#include <common/monsters/all.qh>
+#include <common/physics/movelib.qh>
+#include <common/stats.qh>
+#include <common/teams.qh>
+#include <common/turrets/sv_turrets.qh>
+#include <common/turrets/util.qh>
+#include <common/util.qh>
+#include <common/vehicles/all.qh>
+#include <common/weapons/_all.qh>
+#include <common/weapons/_mod.qh>
+#include <lib/csqcmodel/sv_model.qh>
#include <lib/warpzone/common.qh>
-#include "../constants.qh"
-#include "../teams.qh"
-#include "../util.qh"
-#include "all.qh"
-#include "../physics/movelib.qh"
-#include "../weapons/_mod.qh"
#include <server/autocvars.qh>
-#include <common/weapons/_all.qh>
-#include <common/stats.qh>
-#include <server/damage.qh>
-#include "../deathtypes/all.qh"
-#include <server/items/items.qh>
-#include <server/mutators/_mod.qh>
-#include <server/steerlib.qh>
-#include "../turrets/sv_turrets.qh"
-#include "../turrets/util.qh"
-#include "../vehicles/all.qh"
#include <server/campaign.qh>
#include <server/cheats.qh>
#include <server/command/_mod.qh>
-#include <common/items/_mod.qh>
-#include <common/mapobjects/teleporters.qh>
-#include "../mapobjects/triggers.qh"
-#include <lib/csqcmodel/sv_model.qh>
+#include <server/damage.qh>
+#include <server/items/items.qh>
+#include <server/mutators/_mod.qh>
#include <server/round_handler.qh>
+#include <server/steerlib.qh>
#include <server/weapons/_mod.qh>
void monsters_setstatus(entity this)
#include "sv_spawn.qh"
+
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../util.qh"
- #include "all.qh"
- #include "sv_monsters.qh"
- #include <server/autocvars.qh>
- #include <common/weapons/_all.qh>
- #include <common/stats.qh>
- #include <server/weapons/common.qh>
+ #include <common/monsters/all.qh>
+ #include <common/monsters/sv_monsters.qh>
+ #include <common/stats.qh>
+ #include <common/util.qh>
+ #include <common/weapons/_all.qh>
+ #include <server/autocvars.qh>
+ #include <server/weapons/common.qh>
#endif
+
entity spawnmonster (entity e, string monster, Monster monster_id, entity spawnedby, entity own, vector orig, bool respwn, bool removeifinvalid, int moveflag)
{
e.spawnflags = MONSTERFLAG_SPAWNED;
-#include "sv_monsters.qh"
#include "sv_spawner.qh"
-#include "sv_spawn.qh"
+
+#include <common/monsters/sv_monsters.qh>
+#include <common/monsters/sv_spawn.qh>
void spawner_use(entity this, entity actor, entity trigger)
{
#include "all.qh"
+
#if defined(CSQC)
#include <client/announcer.qh>
#elif defined(MENUQC)
#include <common/teams.qh>
#include <server/autocvars.qh>
#include <server/command/getreplies.qh>
- #include <server/world.qh>
#include <server/mutators/_mod.qh>
+ #include <server/world.qh>
#endif
// ================================================
#include "follow.qh"
+
void _Movetype_Physics_Follow(entity this) // SV_Physics_Follow
{
entity e = this.aiment;
#include "push.qh"
+
void _Movetype_PushMove(entity this, float dt) // SV_PushMove
{
if(this.velocity == '0 0 0' && this.avelocity == '0 0 0')
#include "step.qh"
+
void _Movetype_Physics_Step(entity this, float dt) // SV_Physics_Step
{
if(IS_ONGROUND(this))
#include "walk.qh"
+
void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove
{
// if frametime is 0 (due to client sending the same timestamp twice), don't move
#include "player.qh"
-#include "../mapobjects/_mod.qh"
-#include "../viewloc.qh"
-#ifdef SVQC
+#include <common/mapobjects/_mod.qh>
+#include <common/viewloc.qh>
-#include <server/client.qh>
+#ifdef SVQC
#include <common/mapobjects/defs.qh>
-#include "../mapobjects/trigger/viewloc.qh"
+#include <common/mapobjects/trigger/viewloc.qh>
+#include <server/client.qh>
// client side physics
bool Physics_Valid(string thecvar)
#include "playerstats.qh"
+
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "constants.qh"
- #include "util.qh"
- #include <common/weapons/_all.qh>
- #include <server/client.qh>
- #include "../server/anticheat.qh"
- #include <common/stats.qh>
- #include <server/intermission.qh>
- #include "../server/scores.qh"
+ #include <common/constants.qh>
+ #include <common/stats.qh>
+ #include <common/util.qh>
+ #include <common/weapons/_all.qh>
+ #include <server/anticheat.qh>
+ #include <server/client.qh>
+ #include <server/intermission.qh>
+ #include <server/scores.qh>
+ #include <server/weapons/accuracy.qh>
#include <server/world.qh>
- #include "../server/weapons/accuracy.qh"
#endif
#ifdef SVQC
#include "all.qh"
-#ifdef SVQC
+#ifdef SVQC
#include <server/utils.qh>
bool autocvar_bot_sound_monopoly;
#include "cl_turrets.qh"
+
void turret_remove(entity this)
{
delete(this.tur_head);
#include "config.qh"
+
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
+ #include <common/turrets/all.qh>
#include <common/util.qh>
- #include "all.qh"
#endif
// ==========================
#include "sv_turrets.qh"
+
#ifdef SVQC
+#include <common/mapobjects/defs.qh>
#include <server/autocvars.qh>
#include <server/bot/api.qh>
#include <server/damage.qh>
#include <server/weapons/common.qh>
#include <server/weapons/weaponsystem.qh>
#include <server/world.qh>
-#include <common/mapobjects/defs.qh>
// Generic aiming
vector turret_aim_generic(entity this)
#include "util.qh"
#if defined(CSQC)
- #include "constants.qh"
#include <client/mutators/_mod.qh>
- #include "mapinfo.qh"
- #include "notifications/all.qh"
- #include "scores.qh"
- #include <common/deathtypes/all.qh>
+ #include <common/constants.qh>
+ #include <common/deathtypes/all.qh>
#include <common/gamemodes/_mod.qh>
+ #include <common/mapinfo.qh>
+ #include <common/notifications/all.qh>
+ #include <common/scores.qh>
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "constants.qh"
- #include <server/mutators/_mod.qh>
- #include "notifications/all.qh"
- #include <common/deathtypes/all.qh>
+ #include <common/constants.qh>
+ #include <common/deathtypes/all.qh>
#include <common/gamemodes/_mod.qh>
- #include "scores.qh"
- #include "mapinfo.qh"
+ #include <common/mapinfo.qh>
+ #include <common/notifications/all.qh>
+ #include <common/scores.qh>
+ #include <server/mutators/_mod.qh>
#endif
#ifdef SVQC
#include "cl_vehicles.qh"
+
const string vCROSS_BURST = "gfx/vehicles/crosshair_burst.tga";
const string vCROSS_DROP = "gfx/vehicles/crosshair_drop.tga";
const string vCROSS_GUIDE = "gfx/vehicles/crosshair_guide.tga";
#include "sv_vehicles.qh"
-#include <server/bot/api.qh>
-#include <server/damage.qh>
-#include <server/world.qh>
-#include <server/items/items.qh>
#include <common/items/_mod.qh>
#include <common/mapobjects/defs.qh>
#include <common/mapobjects/teleporters.qh>
#include <common/mapobjects/triggers.qh>
+#include <server/bot/api.qh>
+#include <server/damage.qh>
+#include <server/items/items.qh>
#include <server/weapons/common.qh>
+#include <server/world.qh>
bool SendAuxiliaryXhair(entity this, entity to, int sf)
{
#if defined(SVQC)
#include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
+ #include <common/mapobjects/trigger/impulse.qh>
#endif
#ifdef GAMEQC
#ifdef SVQC
-#include <common/mapobjects/trigger/impulse.qh>
-
bool autocvar_g_vehicle_racer = true;
float autocvar_g_vehicle_racer_thinkrate = 0.05; // TODO: any higher causes it to sink in liquids
#include "viewloc.qh"
-#include "util.qh"
#if defined(CSQC)
- #include "constants.qh"
+ #include <common/util.qh>
+ #include <common/constants.qh>
#elif defined(MENUQC)
#elif defined(SVQC)
- #include <common/weapons/_all.qh>
#include <common/stats.qh>
+ #include <common/weapons/_all.qh>
#endif
// client movement
#define WEAPONS_ALL_C
#if defined(CSQC)
- #include "../constants.qh"
- #include "../stats.qh"
- #include <lib/warpzone/anglestransform.qh>
- #include <lib/warpzone/common.qh>
- #include <lib/warpzone/client.qh>
- #include "../util.qh"
#include <client/autocvars.qh>
- #include "../deathtypes/all.qh"
- #include <lib/csqcmodel/interpolate.qh>
- #include "../physics/movetypes/movetypes.qh"
#include <client/main.qh>
+ #include <common/constants.qh>
+ #include <common/deathtypes/all.qh>
+ #include <common/physics/movetypes/movetypes.qh>
+ #include <common/stats.qh>
+ #include <common/util.qh>
+ #include <common/weapons/calculations.qc>
+ #include <common/weapons/weapon/_mod.inc>
#include <lib/csqcmodel/cl_model.qh>
+ #include <lib/csqcmodel/interpolate.qh>
+ #include <lib/warpzone/anglestransform.qh>
+ #include <lib/warpzone/client.qh>
+ #include <lib/warpzone/common.qh>
#elif defined(MENUQC)
+ #include <common/weapons/weapon/_mod.inc>
#elif defined(SVQC)
+ #include <common/constants.qh>
+ #include <common/deathtypes/all.qh>
#include <common/items/_mod.qh>
+ #include <common/mapinfo.qh>
+ #include <common/monsters/_mod.qh>
+ #include <common/notifications/all.qh>
+ #include <common/stats.qh>
+ #include <common/teams.qh>
+ #include <common/util.qh>
+ #include <common/weapons/calculations.qc>
+ #include <common/weapons/config.qc>
+ #include <common/weapons/config.qh>
+ #include <common/weapons/weapon/_mod.inc>
+ #include <lib/csqcmodel/sv_model.qh>
#include <lib/warpzone/anglestransform.qh>
#include <lib/warpzone/common.qh>
- #include <lib/warpzone/util_server.qh>
#include <lib/warpzone/server.qh>
- #include "../constants.qh"
- #include "../stats.qh"
- #include "../teams.qh"
- #include <common/util.qh>
- #include "../monsters/_mod.qh"
- #include "config.qh"
- #include <server/weapons/common.qh>
- #include <server/weapons/csqcprojectile.qh>
- #include <server/weapons/tracing.qh>
- #include <server/items/spawning.qh>
+ #include <lib/warpzone/util_server.qh>
#include <server/autocvars.qh>
- #include "../notifications/all.qh"
- #include "../deathtypes/all.qh"
- #include <server/mutators/_mod.qh>
- #include "../mapinfo.qh"
#include <server/command/_mod.qh>
- #include <lib/csqcmodel/sv_model.qh>
+ #include <server/hook.qh>
+ #include <server/items/spawning.qh>
+ #include <server/mutators/_mod.qh>
#include <server/portals.qh>
-#include <server/hook.qh>
-#endif
-#ifdef GAMEQC
- #include "calculations.qc"
-#endif
-#ifdef SVQC
- #include "config.qc"
+ #include <server/weapons/common.qh>
+ #include <server/weapons/csqcprojectile.qh>
+ #include <server/weapons/tracing.qh>
#endif
-#include "weapon/_mod.inc"
-
// WEAPON PLUGIN SYSTEM
#include "config.qh"
+
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
#include <common/util.qh>
- #include "all.qh"
+ #include <common/weapons/all.qh>
#endif
// ==========================
#include "arc.qh"
#ifdef SVQC
-#include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
#include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
+#include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
bool W_Arc_Beam_Send(entity this, entity to, int sf)
{