#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 CopyBody(entity this, float keepvelocity); void player_setupanimsformodel(entity this); void player_anim(entity this); void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force); 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(); }