#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../dpdefs/progsdefs.qh"
- #include "../dpdefs/dpextensions.qh"
- #include "../warpzonelib/common.qh"
+ #include "../lib/warpzone/common.qh"
#include "../common/constants.qh"
#include "../common/teams.qh"
#include "../common/util.qh"
#include "weapons/accuracy.qh"
#include "weapons/csqcprojectile.qh"
#include "weapons/selection.qh"
- #include "t_items.qh"
+ #include "../common/t_items.qh"
#include "autocvars.qh"
#include "constants.qh"
#include "defs.qh"
#include "../common/notifications.qh"
#include "../common/deathtypes/all.qh"
- #include "mutators/mutators_include.qh"
+ #include "mutators/all.qh"
#include "../common/turrets/sv_turrets.qh"
#include "../common/vehicles/all.qh"
- #include "../csqcmodellib/sv_model.qh"
+ #include "../lib/csqcmodel/sv_model.qh"
#include "../common/playerstats.qh"
#include "g_hook.qh"
#include "scores.qh"
void UpdateFrags(entity player, float f);
// NOTE: f=0 means still count as a (positive) kill, but count no frags for it
-void W_SwitchWeapon_Force(entity e, float w);
+void W_SwitchWeapon_Force(entity e, Weapon w);
entity GiveFrags_randomweapons;
void GiveFrags (entity attacker, entity targ, float f, int deathtype);