3 float autocvar_g_spawnshieldtime;
4 float autocvar_g_spawnshield_blockdamage;
5 bool autocvar_sv_precacheplayermodels;
6 bool autocvar_sv_defaultcharacter;
7 bool autocvar_sv_defaultcharacterskin;
8 int autocvar_sv_defaultplayerskin_blue;
9 int autocvar_sv_defaultplayerskin_pink;
10 int autocvar_sv_defaultplayerskin_red;
11 int autocvar_sv_defaultplayerskin_yellow;
12 string autocvar_sv_defaultplayercolors;
13 string autocvar_sv_defaultplayermodel;
14 string autocvar_sv_defaultplayermodel_blue;
15 string autocvar_sv_defaultplayermodel_pink;
16 string autocvar_sv_defaultplayermodel_red;
17 string autocvar_sv_defaultplayermodel_yellow;
18 int autocvar_sv_defaultplayerskin;
19 float autocvar_sv_gibhealth;
27 .float score_frame_dmg;
28 .float score_frame_dmgtaken;
30 .float CopyBody_nextthink;
31 .void(entity this) CopyBody_think;
32 void CopyBody_Think(entity this);
33 void CopyBody(entity this, float keepvelocity);
35 void player_setupanimsformodel(entity this);
37 void player_anim(entity this);
39 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
41 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
43 bool PlayerHeal(entity targ, entity inflictor, float amount, float limit);
45 void precache_all_playermodels(string pattern);
47 IntrusiveList g_clones;
48 STATIC_INIT(g_clones) { g_clones = IL_NEW(); }