#include <server/command/vote.qh>
#include <common/mapobjects/func/breakable.qh>
+#include <common/mapobjects/triggers.qh>
#include <server/g_damage.qh>
+#include <server/g_world.qh>
#include <server/spawnpoints.qh>
.entity sprite;
#include <common/effects/all.qh>
#include <common/mapobjects/teleporters.qh>
+#include <common/mapobjects/triggers.qh>
#include <common/vehicles/all.qh>
#include <server/command/vote.qh>
+#include <server/client.qh>
#include <server/gamelog.qh>
#include <server/g_damage.qh>
#include <server/g_world.qh>
#include "sv_cts.qh"
+#include <server/client.qh>
#include <server/race.qh>
#include <server/g_world.qh>
#include <server/gamelog.qh>
#include <server/items/spawning.qh>
+#include <common/mapobjects/triggers.qh>
float autocvar_g_cts_finish_kill_delay;
bool autocvar_g_cts_selfdamage;
#include "sv_domination.qh"
+#include <server/client.qh>
#include <server/command/vote.qh>
+#include <server/g_damage.qh>
#include <server/gamelog.qh>
#include <server/teamplay.qh>
#include <common/mapobjects/platforms.qh>
+#include <common/mapobjects/triggers.qh>
bool g_domination;
#include "sv_invasion.qh"
+#include <common/mapobjects/triggers.qh>
#include <common/monsters/sv_spawn.qh>
#include <common/monsters/sv_spawner.qh>
#include <common/monsters/sv_monsters.qh>
+#include <server/g_world.qh>
#include <server/teamplay.qh>
IntrusiveList g_invasion_roundends;
#include "sv_keepaway.qh"
#include <common/effects/all.qh>
+#include <server/client.qh>
#include <server/gamelog.qh>
#include <server/g_damage.qh>
#include <server/command/vote.qh>
#include <server/gamelog.qh>
#include <server/g_damage.qh>
+#include <common/mapobjects/triggers.qh>
float autocvar_g_balance_keyhunt_damageforcescale;
float autocvar_g_balance_keyhunt_delay_collect;
#include <common/mutators/mutator/instagib/items.qh>
#include <server/campaign.qh>
#include <server/command/_mod.qh>
+#include <server/g_world.qh>
#include <server/items/items.qh>
int autocvar_g_lms_extra_lives;
#include "sv_nexball.qh"
+#include <server/client.qh>
#include <server/command/vote.qh>
#include <server/gamelog.qh>
#include <common/ent_cs.qh>
+#include <common/mapobjects/triggers.qh>
.entity ballcarried;
#include <server/g_damage.qh>
#include <server/items/items.qh>
#include <common/mapobjects/defs.qh>
+#include <common/mapobjects/triggers.qh>
bool g_onslaught;
#include "sv_race.qh"
+#include <server/client.qh>
#include <server/g_world.qh>
#include <server/gamelog.qh>
#include <server/race.qh>
#include <common/ent_cs.qh>
+#include <common/mapobjects/triggers.qh>
#define autocvar_g_race_laps_limit cvar("g_race_laps_limit")
float autocvar_g_race_qualifying_timelimit;
.float fade_start;
.float fade_end;
+
+.string mdl;
#endif
#ifdef SVQC
#elif defined(MENUQC)
#elif defined(SVQC)
#include <lib/warpzone/util_server.qh>
+ #include <common/mapobjects/triggers.qh>
#include <server/defs.qh>
#endif
.float lip;
+// handy fields used by a lot of the codebase, but more importantly used by map objects
+.float cnt;
+.float count;
+
// used elsewhere (will fix)
#ifdef SVQC
.string message2;
#include <server/campaign.qh>
#include <server/cheats.qh>
#include <server/command/_mod.qh>
+#include <common/items/_mod.qh>
#include <common/mapobjects/teleporters.qh>
#include "../mapobjects/triggers.qh"
#include <lib/csqcmodel/sv_model.qh>
#include "sv_monsters.qh"
#include <server/autocvars.qh>
#include <server/defs.qh>
+ #include <server/weapons/common.qh>
#endif
entity spawnmonster (entity e, string monster, Monster monster_id, entity spawnedby, entity own, vector orig, bool respwn, bool removeifinvalid, int moveflag)
{
#ifdef SVQC
+#include <server/client.qh>
#include <server/miscfunctions.qh>
#include <common/mapobjects/defs.qh>
#include "../mapobjects/trigger/viewloc.qh"
#include "constants.qh"
#include "util.qh"
#include <common/weapons/_all.qh>
+ #include <server/client.qh>
#include "../server/anticheat.qh"
#include "../server/defs.qh"
#include "../server/scores.qh"
#include "sv_vehicles.qh"
#include <server/g_damage.qh>
+#include <server/g_world.qh>
#include <server/items/items.qh>
+#include <common/items/_mod.qh>
#include <common/mapobjects/defs.qh>
#include <common/mapobjects/teleporters.qh>
+#include <common/mapobjects/triggers.qh>
#include <server/sv_main.qh>
#include <server/weapons/common.qh>
#include <common/util.qh>
#include "../monsters/_mod.qh"
#include "config.qh"
+ #include <server/weapons/common.qh>
#include <server/weapons/csqcprojectile.qh>
#include <server/weapons/tracing.qh>
#include <server/items/spawning.qh>
#include "antilag.qh"
#include "autocvars.qh"
#include "defs.qh"
+#include <server/client.qh>
#include <server/gamelog.qh>
#include <server/sv_main.qh>
#include "miscfunctions.qh"
#include "../common/monsters/_mod.qh"
+#include <common/items/_mod.qh>
+
#include <common/weapons/_all.qh>
#include "../common/mapobjects/subs.qh"
.int pressedkeys;
+.int playerid;
+
+.string playermodel;
+.string playerskin;
+
void ClientState_attach(entity this);
IntrusiveList g_players;
float blockSpectators; // if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
.float spectatortime; // point in time since the client is spectating or observing
+.bool player_blocked;
+
// TODO: standardise resource regeneration
.float pauseregen_finished;
.float pauserothealth_finished;
#include "clientkill.qh"
#include <server/defs.qh>
+#include <server/client.qh>
#include "g_damage.qh"
#include "teamplay.qh"
#include <common/vehicles/sv_vehicles.qh>
+#include <common/mapobjects/triggers.qh>
#include <common/notifications/all.qh>
#include <common/stats.qh>
#ifdef RADARMAP
#include <common/command/_mod.qh>
+#include <common/mapobjects/triggers.qh>
#include "../g_world.qh"
#include <common/weapons/_all.qh>
#include <common/stats.qh>
-// Fields
-
-.float pain_finished; //Added by Supajoe
-
-.float cnt; // used in too many places
-.float count;
-
-.float fade_time;
-.float fade_rate;
-
-.string mdl;
-
-.string playermodel;
-.string playerskin;
-
-.float species;
-
-// string overrides entity
-.string item_pickupsound;
-.entity item_pickupsound_ent;
-.entity item_model_ent;
-
-.float winning;
-
-.int playerid;
-
-float default_player_alpha;
-float default_weapon_alpha;
-
-.entity realowner;
-
-.bool player_blocked;
-
////
IntrusiveList g_monsters;
#include "../common/constants.qh"
#include "../common/deathtypes/all.qh"
#include <common/mapobjects/defs.qh>
+#include <common/mapobjects/triggers.qh>
#include "../common/notifications/all.qh"
#include "../common/physics/movetypes/movetypes.qh"
#include "../common/playerstats.qh"
float damage_goodhits;
float damage_gooddamage;
+.float pain_finished; // Added by Supajoe
+
.float dmg_team;
.float teamkill_complain;
.float teamkill_soundtime;
#include "../common/playerstats.qh"
#include "../common/stats.qh"
#include "../common/teams.qh"
+#include <common/mapobjects/triggers.qh>
#include "../common/mapobjects/trigger/secret.qh"
#include "../common/mapobjects/target/music.qh"
#include "../common/util.qh"
string cache_mutatormsg;
string cache_lastmutatormsg;
+float default_player_alpha;
+float default_weapon_alpha;
+
// database
float ServerProgsDB;
float TemporaryDB;
+.float winning;
const int WINNING_NO = 0; // no winner, but time limits may terminate the game
const int WINNING_YES = 1; // winner found
const int WINNING_NEVER = 2; // no winner, enter overtime if time limit is reached
const float ITEM_RESPAWN_TICKS = 10;
+// string overrides entity
+.string item_pickupsound;
+.entity item_pickupsound_ent;
+.entity item_model_ent;
+
.float max_armorvalue;
.float pickup_anyway;
#include "movenode.qh"
+#include <common/mapobjects/triggers.qh>
#include <server/defs.qh>
#include <server/miscfunctions.qh>
#include "pathlib.qh"
#include "client.qh"
#include "clientkill.qh"
#include "g_damage.qh"
+#include "g_world.qh"
#include "handicap.qh"
#include "miscfunctions.qh"
#include "portals.qh"
#include "teamplay.qh"
#include <server/sv_main.qh>
+#include "weapons/common.qh"
#include "weapons/throwing.qh"
#include "command/common.qh"
#include "command/vote.qh"
#include "g_hook.qh"
#include "mutators/_mod.qh"
#include <server/client.qh>
+#include <server/weapons/common.qh>
#include "../common/constants.qh"
#include "../common/deathtypes/all.qh"
#include "../common/notifications/all.qh"
#include "../common/mapobjects/teleporters.qh"
+#include <common/mapobjects/triggers.qh>
#include "../common/mapobjects/subs.qh"
#include "../common/util.qh"
#include <common/weapons/_all.qh>
#include <server/g_damage.qh>
#include <server/g_world.qh>
#include <server/miscfunctions.qh>
+#include <server/weapons/common.qh>
#include "client.qh"
#include "cheats.qh"
#include "portals.qh"
#include <server/miscfunctions.qh>
#include "campaign.qh"
#include "command/vote.qh"
+#include <common/mapobjects/triggers.qh>
#include "../common/util.qh"
void round_handler_Think(entity this)
#include <common/gamemodes/_mod.qh>
#include "../common/mapobjects/subs.qh"
#include "../common/mapobjects/target/spawnpoint.qh"
+#include <common/mapobjects/triggers.qh>
#include "../common/util.qh"
#include "../lib/warpzone/common.qh"
#include "../lib/warpzone/util_server.qh"
.float watersound_finished;
.bool iscreature;
+.float species;
.float contents_damagetime;
.int projectiledeathtype;
+.float fade_time;
+.float fade_rate;
+
+.entity realowner;
+
#define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
// when doing this, hagar can go through clones
// #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
#include "hitplot.qh"
+#include <server/client.qh>
#include <server/defs.qh>
#include <server/g_world.qh>
#include <server/miscfunctions.qh>
#include <common/items/item.qh>
#include <common/weapons/_all.qh>
#include <common/state.qh>
+#include <common/mapobjects/triggers.qh>
#include <common/mutators/mutator/waypoints/waypointsprites.qh>
#include <common/wepent.qh>
#include "weaponsystem.qh"
#include "../g_damage.qh"
+#include <server/sv_main.qh>
#include "../antilag.qh"
#include <common/constants.qh>
#include "selection.qh"
#include "../command/common.qh"
+#include <server/client.qh>
#include <server/g_damage.qh>
+#include <server/g_world.qh>
#include <server/items/items.qh>
#include <server/mutators/_mod.qh>
#include "../round_handler.qh"
#include <server/resources.qh>
#include <common/animdecide.qh>
#include <common/constants.qh>
+#include <common/items/_mod.qh>
#include <common/net_linked.qh>
#include <common/mapobjects/platforms.qh>
#include <common/monsters/_mod.qh>