+#pragma once
+
#include "hud.qh"
#include "hud_config.qh"
+#pragma once
+
#ifdef SVQC
// For FL_POWERUP
#include <server/constants.qh>
#endif
-#ifndef POWERUP_H
-#define POWERUP_H
#include "pickup.qh"
CLASS(Powerup, Pickup)
#ifdef SVQC
ATTRIB(Powerup, m_respawntimejitter, float(), GET(g_pickup_respawntimejitter_powerup))
#endif
ENDCLASS(Powerup)
-
-#endif
+#pragma once
+
#if defined(SVQC)
#include "../sv_minigames.qh"
#elif defined(CSQC)
+#pragma once
+
/**
* Purpose: common player state, usable on client and server
* Client: singleton representing the viewed player
+#pragma once
+
// door constants
const int DOOR_START_OPEN = 1;
const int DOOR_DONT_LINK = 4;
+#pragma once
+
.float ladder_time;
.entity ladder_entity;
+#pragma once
+
#ifdef CSQC
.float dmgtime;
#endif
+#pragma once
+
#ifdef CSQC
bool item_keys_usekey(entity l, entity p)
{
+#pragma once
+
#ifdef SVQC
void multi_trigger();
void multi_reset(entity this);
+#pragma once
+
#ifdef MENUQC
-#ifndef GAMESETTINGS_H
-#define GAMESETTINGS_H
#include "xonotic/tab.qc"
REGISTER(Settings, MENU, id, m_id, NEW(Lazy, LAZY(id)))
#endif
-#endif