#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
+ #include <server/defs.qh>
+ #include <server/miscfunctions.qh>
#include <lib/warpzone/common.qh>
#include <common/constants.qh>
#include <common/teams.qh>
#include <common/util.qh>
- #include <common/weapons/all.qh>
+ #include <common/weapons/_all.qh>
#include "weapons/accuracy.qh"
#include "weapons/csqcprojectile.qh"
#include "weapons/selection.qh"
#include "defs.qh"
#include <common/notifications/all.qh>
#include <common/deathtypes/all.qh>
- #include "mutators/all.qh"
+ #include "mutators/_mod.qh"
#include <common/turrets/sv_turrets.qh>
#include <common/vehicles/all.qh>
#include <lib/csqcmodel/sv_model.qh>
void UpdateFrags(entity player, int f);
// NOTE: f=0 means still count as a (positive) kill, but count no frags for it
-void W_SwitchWeapon_Force(Player this, Weapon w);
+void W_SwitchWeapon_Force(Player this, Weapon w, .entity weaponentity);
entity GiveFrags_randomweapons;
void GiveFrags (entity attacker, entity targ, float f, int deathtype);
void Unfreeze (entity targ);
-// these are updated by each Damage call for use in button triggering and such
-entity damage_targ;
-entity damage_inflictor;
-entity damage_attacker;
-
void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
float RadiusDamage_running;