7 #include "../lib/warpzone/common.qh"
8 #include "../common/constants.qh"
9 #include "../common/teams.qh"
10 #include "../common/util.qh"
11 #include "../common/weapons/all.qh"
12 #include "weapons/accuracy.qh"
13 #include "weapons/csqcprojectile.qh"
14 #include "weapons/selection.qh"
16 #include "autocvars.qh"
17 #include "constants.qh"
19 #include "../common/notifications.qh"
20 #include "../common/deathtypes/all.qh"
21 #include "mutators/all.qh"
22 #include "../common/turrets/sv_turrets.qh"
23 #include "../common/vehicles/all.qh"
24 #include "../lib/csqcmodel/sv_model.qh"
25 #include "../common/playerstats.qh"
28 #include "spawnpoints.qh"
36 bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf);
38 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner);
40 float checkrules_firstblood;
43 float damage_goodhits;
44 float damage_gooddamage;
47 .float teamkill_complain;
48 .float teamkill_soundtime;
49 .entity teamkill_soundsource;
52 .float taunt_soundtime;
54 float IsFlying(entity a);
56 void UpdateFrags(entity player, float f);
58 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
59 void W_SwitchWeapon_Force(entity e, float w);
60 entity GiveFrags_randomweapons;
61 void GiveFrags (entity attacker, entity targ, float f, int deathtype);
63 string AppendItemcodes(string s, entity player);
65 void LogDeath(string mode, int deathtype, entity killer, entity killed);
67 void Obituary_SpecialDeath(
71 string s1, string s2, string s3,
72 float f1, float f2, float f3);
75 float Obituary_WeaponDeath(
79 string s1, string s2, string s3,
82 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype);
86 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint);
88 void Unfreeze (entity targ);
90 // these are updated by each Damage call for use in button triggering and such
92 entity damage_inflictor;
93 entity damage_attacker;
95 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
97 float RadiusDamage_running;
98 float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, int deathtype, entity directhitentity);
99 // Returns total damage applies to creatures
101 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity);
103 .float fire_damagepersec;
105 .float fire_deathtype;
107 .float fire_hitsound;
110 void fireburner_think();
112 float Fire_IsBurning(entity e);
114 float Fire_AddDamage(entity e, entity o, float d, float t, float dt);
116 void Fire_ApplyDamage(entity e);
118 void Fire_ApplyEffect(entity e);
120 void fireburner_think();