#include "sv_controlpoint.qh"
#include "sv_generator.qh"
+#include <common/mapobjects/defs.qh>
+
bool g_onslaught;
float autocvar_g_onslaught_teleport_wait;
//----------------
// STATES & ACTIVE
//----------------
-#ifdef CSQC
-// this stuff is defined in the server side engine VM, so we must define it separately here
const int STATE_TOP = 0;
const int STATE_BOTTOM = 1;
const int STATE_UP = 2;
const int ACTIVE_IDLE = 2;
const int ACTIVE_BUSY = 2;
const int ACTIVE_TOGGLE = 3;
-#endif
#include "sv_turrets.qh"
#ifdef SVQC
#include <server/autocvars.qh>
+#include <common/mapobjects/defs.qh>
// Generic aiming
vector turret_aim_generic(entity this)
#include "sv_vehicles.qh"
+#include <common/mapobjects/defs.qh>
+
bool SendAuxiliaryXhair(entity this, entity to, int sf)
{
WriteHeader(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
const int FROZEN_TEMP_REVIVING = 2;
const int FROZEN_TEMP_DYING = 3;
-const int ACTIVE_NOT = 0;
-const int ACTIVE_ACTIVE = 1;
-const int ACTIVE_IDLE = 2;
-const int ACTIVE_BUSY = 2;
-const int ACTIVE_TOGGLE = 3;
.int active;
.void (entity this, int act_state) setactive;
.entity realowner;
#include "weapons/selection.qh"
#include "../common/constants.qh"
#include "../common/deathtypes/all.qh"
+#include <common/mapobjects/defs.qh>
#include "../common/notifications/all.qh"
#include "../common/physics/movetypes/movetypes.qh"
#include "../common/playerstats.qh"
#undef IT_SUIT
#undef IT_QUAD
+#undef STATE_TOP
+#undef STATE_BOTTOM
+#undef STATE_UP
+#undef STATE_DOWN
+
#pragma noref 0
#define IT_SUIT _IT_SUIT /* BIT(21) */
#define IT_QUAD _IT_QUAD /* BIT(22) */
+#define STATE_TOP _STATE_TOP /* 0 */
+#define STATE_BOTTOM _STATE_BOTTOM /* 1 */
+#define STATE_UP _STATE_UP /* 2 */
+#define STATE_DOWN _STATE_DOWN /* 3 */
+
#pragma noref 1
#include "weapons/common.qh"
#include "weapons/selection.qh"
#include <common/items/item.qh>
+#include <common/mapobjects/defs.qh>
#include <common/physics/player.qh>
#include <common/weapons/_all.qh>
#include <common/vehicles/all.qh>