7 .float CopyBody_nextthink;
8 .void(entity this) CopyBody_think;
9 void CopyBody_Think(entity this);
10 void CopyBody(entity this, float keepvelocity);
12 void dedicated_print(string input);
14 void player_setupanimsformodel(entity this);
16 void player_anim(entity this);
18 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
21 // If 0, default is used.
23 // Otherwise, g_str (default value) is used.
24 // For consistency, negative values there are mapped to zero too.
25 #define GAMETYPE_DEFAULTED_SETTING(str) \
26 ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
27 (gametype_setting_tmp < 0) ? 0 \
28 : (gametype_setting_tmp == 0 || autocvar_g_respawn_delay_forced) ? max(0, autocvar_g_##str) \
29 : gametype_setting_tmp)
31 void calculate_player_respawn_time(entity this);
33 void ClientKill_Now_TeamChange(entity this);
35 void MoveToTeam(entity client, float team_colour, float type);
37 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
39 /** to be used by `prvm_edictset server playernumber muted 1` */
41 int Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol);