-#include "../_all.qh"
-
#include "../../common/command/all.qc"
#include "cl_cmd.qc"
#ifndef CLIENT_CSQC_CONSTANTS
#define CLIENT_CSQC_CONSTANTS
-// MenuQC redefines world, change define it here to be safe
-#define world world
-
// Mask Constants (set .drawmask on entities; use R_AddEntities to add all entities based on mask)
const int MASK_ENGINE = 1;
const int MASK_ENGINEVIEWMODELS = 2;
#ifndef MONSTER_H
#define MONSTER_H
+#ifdef SVQC
+#include "sv_monsters.qh"
+#include "../../server/g_damage.qh"
+#include "../../server/bot/bot.qh"
+#include "../../server/weapons/common.qh"
+#include "../../server/weapons/tracing.qh"
+#include "../../server/weapons/weaponsystem.qh"
+#include "../mutators/mutator/waypoints/waypointsprites.qh"
+#include "../../warpzonelib/server.qh"
+#endif
+
// special spawn flags
const int MONSTER_RESPAWN_DEATHPOINT = 16; // re-spawn where we died
const int MONSTER_TYPE_FLY = 32;
}
#include "../../weapons/all.qh"
+#include "../../items/all.qc"
CLASS(MageSpike, PortoLaunch)
/* flags */ ATTRIB(MageSpike, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
M_Mage_Attack_Spike_Explode();
}
+.float wait;
+
// copied from W_Seeker_Think
void M_Mage_Attack_Spike_Think()
{SELFPARAM();
}
#endif
#ifdef SVQC
+ .float speed;
+ spawnfunc(item_health_large);
METHOD(Mage, mr_setup, bool(Monster thismon))
{
SELFPARAM();
}
}
+#include "../../../server/csqceffects.qh"
+
void M_Shambler_Attack_Lightning_Explode()
{SELFPARAM();
entity head;
CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
}
+.int state;
+
float M_Shambler_Attack(float attack_type, entity targ)
{SELFPARAM();
switch(attack_type)
}
#endif
#ifdef SVQC
+ spawnfunc(item_health_mega);
+ .float animstate_endtime;
METHOD(Shambler, mr_setup, bool(Shambler thismon))
{
SELFPARAM();
M_Spider_Attack_Web_Explode();
}
+void adaptor_think2use_hittype_splash();
+
void M_Spider_Attack_Web()
{SELFPARAM();
monster_makevectors(self.enemy);
}
#endif
#ifdef SVQC
+ spawnfunc(item_health_medium);
METHOD(Spider, mr_setup, bool(Spider thismon))
{
SELFPARAM();
}
#endif
#ifdef SVQC
+ spawnfunc(item_cells);
METHOD(Wyvern, mr_setup, bool(Wyvern thismon))
{
SELFPARAM();
const float zombie_anim_spawn = 30;
*/
+.vector moveto;
+
void M_Zombie_Attack_Leap_Touch()
{SELFPARAM();
if (self.health <= 0)
void Monster_Sound(.string samplefield, float sound_delay, float delaytoo, float chan);
+/** number of monsters spawned with mobspawn command */
+int totalspawned;
+
// monster sounds
.float msound_delay; // temporary antilag system
#define ALLMONSTERSOUNDS \
#ifdef SVQC
-#include "../../../server/_all.qh"
-
#include "../../../server/g_subs.qh"
#include "../../../server/g_damage.qh"
#include "../../../server/bot/bot.qh"
#if defined(CSQC)
- #include "../../../client/_all.qh"
#include "../../buffs/all.qh"
#include "../../../csqcmodellib/interpolate.qh"
#include "../../../client/main.qh"
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../../../server/_all.qh"
#include "../../constants.qh"
#include "../../../server/constants.qh"
#include "../../../server/defs.qh"
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../../../server/_all.qh"
#include "../../util.qh"
#include "../../../server/defs.qh"
#endif
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../../server/_all.qh"
#include "../../warpzonelib/common.qh"
#include "../../warpzonelib/util_server.qh"
#include "../../warpzonelib/server.qh"
// TODO: split target_push and put it in the target folder
#ifdef SVQC
-#include "../../../server/_all.qh"
#include "jumppads.qh"
#include "../../movetypes/movetypes.qh"
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../../../server/_all.qh"
#include "../../util.qh"
#include "../../../server/defs.qh"
#include "secret.qh"
#if defined(CSQC)
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../../../server/_all.qh"
#include "../../../warpzonelib/util_server.qh"
#include "../../weapons/all.qh"
#include "../../../server/defs.qh"
#include "aim.qh"
-#include "../_all.qh"
#include "bot.qh"
+#include "../weapons/weaponsystem.qh"
+
#include "../mutators/mutators_include.qh"
// traces multiple trajectories to find one that will impact the target
#include "bot.qh"
-#include "../_all.qh"
#include "aim.qh"
#include "navigation.qh"
#include "havocbot/havocbot.qh"
#include "havocbot/scripting.qh"
+#include "../teamplay.qh"
+
#include "../antilag.qh"
#include "../autocvars.qh"
#include "../campaign.qh"
#include "havocbot.qh"
-#include "../../_all.qh"
#include "../aim.qh"
#include "../bot.qh"
#include "../waypoints.qh"
#include "../../../common/constants.qh"
+#include "../../../common/items/all.qh"
#include "../../../common/triggers/trigger/jumppads.qh"
#include "../../../warpzonelib/common.qh"
+.float speed;
+
void havocbot_ai()
{SELFPARAM();
if(self.draggedby)
#include "role_keyhunt.qh"
-#include "../../_all.qh"
#include "havocbot.qh"
-#include "../../_all.qh"
#include "havocbot.qh"
#include "role_keyhunt.qh"
#include "navigation.qh"
-#include "../_all.qh"
#include "bot.qh"
#include "waypoints.qh"
#include "../t_items.qh"
+#include "../../common/items/all.qh"
+
#include "../../common/constants.qh"
#include "../../common/triggers/trigger/jumppads.qh"
+.float speed;
+
void bot_debug(string input)
{
switch(autocvar_bot_debug)
#include "scripting.qh"
-#include "../_all.qh"
#include "bot.qh"
+.int state;
+
.float bot_cmdqueuebuf_allocated;
.float bot_cmdqueuebuf;
.float bot_cmdqueuebuf_start;
#include "waypoints.qh"
-#include "../_all.qh"
#include "bot.qh"
#include "navigation.qh"
#include "../../common/constants.qh"
+#include "../../warpzonelib/common.qh"
#include "../../warpzonelib/util_server.qh"
// create a new spawnfunc_waypoint and automatically link it to other waypoints, and link
#include "cheats.qh"
-#include "_all.qh"
#include "g_damage.qh"
#include "race.qh"
#include "bot/navigation.qh"
#include "../common/vehicles/all.qh"
+#include "../common/triggers/teleporters.qh"
#include "weapons/hitplot.qh"
#include "weapons/weaponsystem.qh"
-#include "_all.qh"
#include "round_handler.qh"
#include "bot/waypoints.qh"
#include "../common/minigames/sv_minigames.qh"
#include "../common/weapons/all.qh"
+#include "../common/vehicles/sv_vehicles.qh"
-/*
+#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
+
+.entity vehicle;
+
+/**
* Impulse map:
*
* 0 reserved (no input)
#include "cl_player.qh"
-#include "_all.qh"
#include "bot/bot.qh"
#include "cheats.qh"
#include "../common/minigames/sv_minigames.qh"
+#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
+#include "../common/triggers/include.qh"
+
#include "weapons/weaponstats.qh"
#include "../common/animdecide.qh"
#include "../../common/command/command.qh"
#include "banning.qh"
-#include "../_all.qh"
#include "common.qh"
#include "../../common/command/command.qh"
#include "cmd.qh"
-#include "../_all.qh"
#include "common.qh"
#include "vote.qh"
#include "../../common/deathtypes.qh"
#include "../../common/mapinfo.qh"
#include "../../common/notifications.qh"
+#include "../../common/physics.qh"
#include "../../common/teams.qh"
#include "../../common/util.qh"
+#include "../../common/triggers/triggers.qh"
+
+#include "../../common/minigames/sv_minigames.qh"
#include "../../common/monsters/all.qc"
#include "../../common/monsters/spawn.qh"
.float cmd_floodcount;
.float lms_spectate_warning;
-// number of monsters spawned with mobspawn command
-float totalspawned;
-
string MapVote_Suggest(string m);
// used by common/command/generic.qc:GenericCommand_dumpcommands to list all commands into a .txt file
#include "../../common/command/command.qh"
#include "common.qh"
-#include "../_all.qh"
#include "../scores.qh"
+#include "../../common/monsters/all.qh"
#include "../../common/notifications.qh"
+#include "../../warpzonelib/common.qh"
// ====================================================
#include "../../common/command/command.qh"
#include "getreplies.qh"
-#include "../_all.qh"
#include "../race.qh"
#include "../../common/command/command.qh"
#include "radarmap.qh"
-#include "../_all.qh"
#include "../g_world.qh"
+#include "../g_subs.qh"
#include "../../common/util.qh"
#include "../../common/command/command.qh"
#include "sv_cmd.qh"
-#include "../_all.qh"
#include "banning.qh"
#include "cmd.qh"
#include "../../common/command/command.qh"
#include "vote.qh"
-#include "../_all.qh"
#include "common.qh"
#include "controlpoint.qh"
+#include "command/common.qh"
+
+.bool iscaptured;
+
bool cpicon_send(entity this, entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_CONTROLPOINT_ICON);
#include "ent_cs.qh"
-#include "_all.qh"
+
+#include "mutators/gamemode_ca.qh"
float entcs_customize()
{
#include "g_damage.qh"
-#include "_all.qh"
+#include "bot/bot.qh"
#include "g_hook.qh"
#include "mutators/mutators_include.qh"
#include "scores.qh"
#include "spawnpoints.qh"
#include "t_items.qh"
#include "../common/vehicles/all.qh"
+#include "../common/items/all.qc"
+#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
#include "weapons/accuracy.qh"
#include "weapons/csqcprojectile.qh"
#include "weapons/selection.qh"
#include "g_hook.qh"
-#include "_all.qh"
#include "weapons/common.qh"
+#include "weapons/csqcprojectile.qh"
#include "weapons/weaponsystem.qh"
#include "weapons/selection.qh"
#include "weapons/tracing.qh"
#include "../warpzonelib/common.qh"
#include "../warpzonelib/server.qh"
+.int state;
+
/*============================================
Wazat's Xonotic Grappling Hook
-#include "_all.qh"
void train_next();
const float LOOP = 1;
+.float speed;
+
const float DNOSHADOW = 2;
const float DFOLLOW = 4;
.float light_lev;
-#include "_all.qh"
+#include "g_subs.qh"
#include "../common/triggers/subs.qh"
+#include "../common/triggers/triggers.qh"
entityclass(BGMScript);
class(BGMScript) .string bgmscript;
#include "g_subs.qh"
-#include "_all.qh"
#include "antilag.qh"
#include "command/common.qh"
#include "../warpzonelib/common.qh"
+#include "../common/triggers/subs.qh"
spawnfunc(info_null)
{
#include "g_violence.qh"
-#include "_all.qh"
+
+.int state;
bool Violence_GibSplash_SendEntity(entity this, entity to, int sf)
{
#include "g_world.qh"
-#include "_all.qh"
#include "anticheat.qh"
#include "antilag.qh"
#include "../common/monsters/sv_monsters.qh"
#include "../common/vehicles/all.qh"
#include "../common/notifications.qh"
+#include "../common/physics.qh"
#include "../common/playerstats.qh"
#include "../common/stats.qh"
#include "../common/teams.qh"
+#include "../common/triggers/trigger/secret.qh"
#include "../common/util.qh"
#include "../common/items/all.qh"
#include "../common/weapons/all.qh"
#include "ipban.qh"
-#include "_all.qh"
#include "autocvars.qh"
#include "command/banning.qh"
#include "item_key.qh"
-#include "_all.qh"
#include "../common/triggers/subs.qh"
#include "../common/monsters/all.qh"
#include "mapvoting.qh"
-#include "_all.qh"
#include "g_world.qh"
#include "command/cmd.qh"
#include "miscfunctions.qh"
-#include "_all.qh"
#include "antilag.qh"
#include "command/common.qh"
#include "constants.qh"
#include "../common/util.qh"
#include "../common/turrets/sv_turrets.qh"
#include "../common/weapons/all.qh"
+#include "../common/vehicles/sv_vehicles.qh"
+#include "../common/vehicles/vehicle.qh"
+#include "../common/items/all.qc"
#include "../csqcmodellib/sv_model.qh"
#include "../warpzonelib/anglestransform.qh"
#include "../warpzonelib/server.qh"
#include "../round_handler.qh"
#include "../scores.qh"
#include "../scores_rules.qh"
+#include "../teamplay.qh"
#include "../bot/bot.qh"
#include "../bot/navigation.qh"
#include "gamemode_assault.qh"
-#include "../_all.qh"
#include "gamemode.qh"
}
// destructible walls that can be used to trigger target_objective_decrease
+spawnfunc(func_breakable);
spawnfunc(func_assault_destructible)
{
if (!g_assault) { remove(self); return; }
#include "gamemode_ca.qh"
-#include "../_all.qh"
#include "gamemode.qh"
#include "gamemode_ctf.qh"
-#include "../_all.qh"
#include "gamemode.qh"
#ifdef SVQC
#include "../../common/vehicles/all.qh"
+#include "../teamplay.qh"
#endif
#include "../../warpzonelib/common.qh"
// compatibility for quake maps
spawnfunc(team_CTF_redflag) { spawnfunc_item_flag_team1(this); }
spawnfunc(team_CTF_blueflag) { spawnfunc_item_flag_team2(this); }
+spawnfunc(info_player_team1);
spawnfunc(team_CTF_redplayer) { spawnfunc_info_player_team1(this); }
-spawnfunc(team_CTF_blueplayer) { spawnfunc_info_player_team2(this); }
spawnfunc(team_CTF_redspawn) { spawnfunc_info_player_team1(this); }
+spawnfunc(info_player_team2);
+spawnfunc(team_CTF_blueplayer) { spawnfunc_info_player_team2(this); }
spawnfunc(team_CTF_bluespawn) { spawnfunc_info_player_team2(this); }
void team_CTF_neutralflag() { SELFPARAM(); spawnfunc_item_flag_neutral(self); }
#include "gamemode_cts.qh"
-#include "../_all.qh"
#include "gamemode.qh"
+#include "gamemode.qh"
+
MUTATOR_HOOKFUNCTION(dm_CountFrags)
{
// announce remaining frags
#include "gamemode_domination.qh"
-#include "../_all.qh"
#include "gamemode.qh"
+#include "../teamplay.qh"
+
void dom_EventLog(string mode, float team_before, entity actor) // use an alias for easy changing and quick editing later
{
if(autocvar_sv_eventlog)
WaypointSprite_SpawnFixed(WP_DomNeut, self.origin + '0 0 32', self, sprite, RADARICON_DOMPOINT);
}
-float total_controlpoints, redowned, blueowned, yellowowned, pinkowned;
+float total_controlpoints;
void Domination_count_controlpoints()
{
entity e;
#include "gamemode_freezetag.qh"
-#include "../_all.qh"
#include "gamemode.qh"
#include "gamemode_invasion.qh"
-#include "../_all.qh"
#include "gamemode.qh"
#include "../../common/monsters/spawn.qh"
#include "../../common/monsters/sv_monsters.qh"
+#include "../teamplay.qh"
+
spawnfunc(invasion_spawnpoint)
{
if(!g_invasion) { remove(self); return; }
#include "gamemode_keepaway.qh"
-#include "../_all.qh"
#include "gamemode.qh"
return 0;
}
+.float stat_sv_airspeedlimit_nonqw;
+.float stat_sv_maxspeed;
+
MUTATOR_HOOKFUNCTION(ka_PlayerPhysics)
{SELFPARAM();
if(self.ballcarried)
#include "gamemode_keyhunt.qh"
-#include "../_all.qh"
#include "gamemode.qh"
#include "gamemode_lms.qh"
-#include "../_all.qh"
#include "gamemode.qh"
#include "gamemode_nexball.qh"
-#include "../_all.qh"
#include "gamemode.qh"
//TODO: use the speed_up cvar too ??
}
+vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
+
void W_Nexball_Attack2(void)
{SELFPARAM();
if(self.ballcarried.enemy)
return false;
}
+.float stat_sv_airspeedlimit_nonqw;
+.float stat_sv_maxspeed;
+
MUTATOR_HOOKFUNCTION(nexball_PlayerPhysics)
{SELFPARAM();
if(self.ballcarried)
-#include "../_all.qh"
#include "gamemode.qh"
#include "../controlpoint.qh"
#include "../generator.qh"
+void FixSize(entity e);
+
// =======================
// CaptureShield Functions
// =======================
Send_Effect(EFFECT_RAGE, self.origin + 10 * randomvec(), '0 0 -1', 1);
}
+void onslaught_controlpoint_icon_link(entity e, void() spawnproc);
+
void ons_ControlPoint_Icon_Spawn(entity cp, entity player)
{
entity e = spawn();
#include "gamemode_race.qh"
-#include "../_all.qh"
#include "gamemode.qh"
-#include "../_all.qh"
#include "gamemode.qh"
-#include "../_all.qh"
#include "mutator.qh"
+#include "../../common/deathtypes.qh"
+#include "../g_hook.qh"
+
REGISTER_MUTATOR(bh, cvar("g_breakablehook"));
bool autocvar_g_breakablehook; // allow toggling mid match?
#include "../../common/triggers/target/music.qh"
#include "mutator_buffs.qh"
-#include "../_all.qh"
#include "mutator.qh"
return false;
}
+.float stat_sv_maxspeed;
+.float stat_sv_airspeedlimit_nonqw;
+.float stat_sv_jumpvelocity;
+
MUTATOR_HOOKFUNCTION(buffs_PlayerPhysics)
{SELFPARAM();
if(self.buffs & BUFF_SPEED.m_itemid)
-#include "../_all.qh"
#include "mutator.qh"
#ifdef SVQC
#include "mutator_dodging.qh"
-#include "../_all.qh"
#include "mutator.qh"
#include "../../common/animdecide.qh"
+#include "../../common/physics.qh"
.float cvar_cl_dodging_timeout;
-#include "../_all.qh"
#include "mutator.qh"
return false;
}
+.float stat_sv_maxspeed;
+
MUTATOR_HOOKFUNCTION(instagib_PlayerPhysics)
{SELFPARAM();
if(self.items & ITEM_Speed.m_itemid)
-#include "../../common/items/item.qh"
+#include "../../common/items/all.qh"
+#include "../../common/items/item/ammo.qh"
+#include "../../common/items/item/powerup.qh"
float instagib_respawntime_ammo = 45;
float instagib_respawntimejitter_ammo = 0;
-#include "../_all.qh"
#include "mutator.qh"
-#include "../_all.qh"
#include "mutator.qh"
-#include "../_all.qh"
#include "mutator.qh"
#ifdef SVQC
- #include "../_all.qh"
#include "mutator.qh"
#include "../antilag.qh"
#endif
+#include "../../common/physics.qh"
.int multijump_count;
.bool multijump_ready;
#include "mutator_nades.qh"
-#include "../_all.qh"
#include "mutator.qh"
#include "../../common/nades/all.qh"
#include "../../common/monsters/spawn.qh"
#include "../../common/monsters/sv_monsters.qh"
+#include "../g_subs.qh"
.float nade_time_primed;
-#include "../_all.qh"
#include "mutator.qh"
-#include "../_all.qh"
#include "mutator.qh"
#include "mutator_overkill.qh"
-#include "../_all.qh"
#include "mutator.qh"
-#include "../_all.qh"
#include "mutator.qh"
-#include "../_all.qh"
#include "mutator.qh"
-#include "../_all.qh"
#include "mutator.qh"
-#include "../_all.qh"
#include "mutator.qh"
+#include "../../common/deathtypes.qh"
+#include "../round_handler.qh"
+
REGISTER_MUTATOR(rm, cvar("g_instagib"));
MUTATOR_HOOKFUNCTION(rm, PlayerDamage_Calculate)
-#include "../_all.qh"
#include "mutator.qh"
-#include "../_all.qh"
#include "mutator.qh"
-#include "../_all.qh"
#include "mutator.qh"
-#include "../_all.qh"
#include "mutator.qh"
-#include "../_all.qh"
#include "mutator.qh"
+#define DEBUGPATHING
+
#include "costs.qc"
#include "expandnode.qc"
#include "main.qc"
#include "movenode.qc"
#include "path_waypoint.qc"
#include "utility.qc"
+#ifdef DEBUGPATHING
+ #include "debug.qc"
+#endif
path.nextthink = time;
}
-
void pathlib_showsquare2(entity node ,vector ncolor,float align)
{
-#include "../_all.qh"
#include "pathlib.qh"
#include "utility.qh"
n.nextthink = time;
}
+#ifdef DEBUGPATHING
+void pathlib_showpath(entity start);
+void pathlib_showpath2(entity path);
+#endif
+
+void pathlib_showsquare(vector where,float goodsquare,float _lifetime);
+void pathlib_showsquare2(entity node ,vector ncolor,float align);
+
entity pathlib_mknode(vector where,entity parent)
{
entity node;
-#include "../_all.qh"
#include "pathlib.qh"
#include "utility.qh"
+.vector pos1, pos2;
+
vector pathlib_wateroutnode(vector start,vector end, float doedge)
{SELFPARAM();
vector surface;
const vector PLIB_RIGHT = '1 0 0';
//#define PLIB_LEFT '-1 0 0'
-#define DEBUGPATHING
#ifdef DEBUGPATHING
void pathlib_showpath(entity start);
void pathlib_showpath2(entity path);
var float pathlib_wpp_waypointcallback(entity wp, entity wp_prev);
-#ifdef DEBUGPATHING
- #include "debug.qc"
-#endif
-
#endif
#include "portals.qh"
-#include "_all.qh"
#include "g_hook.qh"
#include "mutators/mutators_include.qh"
#include "../csqcmodellib/sv_model.qh"
#include "../warpzonelib/anglestransform.qh"
#include "../warpzonelib/util_server.qh"
+#include "../warpzonelib/common.qh"
+#include "../common/vehicles/vehicle.qh"
+#include "../common/vehicles/sv_vehicles.qh"
#define PORTALS_ARE_NOT_SOLID
#include "race.qh"
-#include "_all.qh"
#include "cl_client.qh"
#include "portals.qh"
#include "../common/deathtypes.qh"
#include "../common/notifications.qh"
#include "../common/mapinfo.qh"
+#include "../common/triggers/subs.qh"
#include "../warpzonelib/util_server.qh"
+#include "../warpzonelib/common.qh"
+#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
void W_Porto_Fail(float failhard);
#include "round_handler.qh"
-#include "_all.qh"
#include "command/vote.qh"
#include "../common/util.qh"
#include "scores.qh"
-#include "_all.qh"
#include "command/common.qh"
#include "mutators/mutators_include.qh"
#include "scores_rules.qh"
-#include "_all.qh"
#include "cl_client.qh"
#include "scores.qh"
#include "spawnpoints.qh"
-#include "_all.qh"
#include "mutators/mutators_include.qh"
#include "g_world.qh"
#include "race.qh"
#include "../common/constants.qh"
#include "../common/teams.qh"
+#include "../common/triggers/subs.qh"
#include "../common/util.qh"
+#include "../warpzonelib/common.qh"
#include "../warpzonelib/util_server.qh"
bool SpawnPoint_Send(entity this, entity to, int sf)
-#include "_all.qh"
#include "anticheat.qh"
#include "g_hook.qh"
#include "../warpzonelib/server.qh"
.float lastground;
+.int state;
void CreatureFrame (void)
{SELFPARAM();
#include "../common/items/all.qc"
#if defined(SVQC)
- #include "_all.qh"
#include "bot/bot.qh"
#include "bot/waypoints.qh"
.float fade_start;
.float fade_end;
+#ifdef SVQC
+void StartItemA (entity a);
+#endif
+
#ifdef CSQC
float autocvar_cl_animate_items = 1;
-#include "_all.qh"
#include "../common/weapons/all.qh"
-#include "_all.qh"
#include "../common/weapons/all.qh"
#include "../common/buffs/all.qh"
spawnfunc(item_armor_shard) { spawnfunc_item_armor_small(this); }
spawnfunc(item_enviro) { spawnfunc_item_invincible(this); }
+.float wait;
+.float delay;
+
// weapon remove ent from df
void target_init_verify()
{
#include "teamplay.qh"
-#include "_all.qh"
#include "cl_client.qh"
#include "race.qh"
// # of bots on those teams
float cb1, cb2, cb3, cb4;
+int redowned, blueowned, yellowowned, pinkowned;
+
//float audit_teams_time;
void TeamchangeFrags(entity e);
#include "accuracy.qh"
-#include "../_all.qh"
#include "../mutators/mutators_include.qh"
#include "../../common/constants.qh"
#include "common.qh"
-#include "../_all.qh"
#include "../t_items.qh"
#include "../../common/constants.qh"
#include "../../common/notifications.qh"
#include "../../common/util.qh"
#include "../../common/weapons/all.qh"
+#include "../../common/items/all.qc"
void W_GiveWeapon (entity e, float wep)
{SELFPARAM();
#include "csqcprojectile.qh"
-#include "../_all.qh"
#include "../t_items.qh"
#include "hitplot.qh"
-#include "../_all.qh"
#include "../antilag.qh"
+#include "../g_subs.qh"
#include "../../common/weapons/all.qh"
vector W_HitPlotUnnormalizedUntransform(vector screenforward, vector screenright, vector screenup, vector v)
#include "selection.qh"
-#include "../_all.qh"
#include "weaponsystem.qh"
#include "../t_items.qh"
#include "../../common/constants.qh"
#include "../../common/util.qh"
+#include "../../common/items/item.qh"
#include "../../common/weapons/all.qh"
+#include "../../common/mutators/mutator/waypoints/waypointsprites.qh"
// switch between weapons
void Send_WeaponComplain(entity e, float wpn, float type)
#include "spawning.qh"
-#include "../_all.qh"
#include "weaponsystem.qh"
#include "../mutators/mutators_include.qh"
#include "throwing.qh"
-#include "../_all.qh"
#include "weaponsystem.qh"
#include "../mutators/mutators_include.qh"
#include "../t_items.qh"
#include "../g_damage.qh"
+#include "../../common/items/item.qh"
#include "../../common/mapinfo.qh"
#include "../../common/notifications.qh"
+#include "../../common/triggers/subs.qh"
#include "../../common/util.qh"
#include "../../common/weapons/all.qh"
#include "tracing.qh"
-#include "../_all.qh"
#include "accuracy.qh"
#include "common.qh"
#include "hitplot.qh"
+#include "weaponsystem.qh"
#include "../g_damage.qh"
#include "../g_subs.qh"
#include "weaponstats.qh"
-#include "../_all.qh"
#include "../g_world.qh"
#include "weaponsystem.qh"
-#include "../_all.qh"
#include "selection.qh"
===========================================================================
*/
+.int state;
+
.float weapon_frametime;
float W_WeaponRateFactor()