/* * Copyright (c) 2016-2019 Marco Hladik * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #define CLASSEXPORT(classname,classa) void classname ( void ) { spawnfunc_##classa(); } var int autocvar_mp_flashlight = TRUE; var int g_hlbsp_materials = FALSE; void Effect_Impact( int iType, vector vPos, vector vNormal ); void Effect_CreateExplosion( vector vPos ); void Effect_GibHuman( vector vPos); void Footsteps_Update( void ); void Vox_Broadcast(string sMessage); void TraceAttack_FireBullets(int , vector, int, vector, int); void Damage_Radius( vector, entity, float, float, int, int); void Damage_Apply( entity, entity, float, int, int); void Client_TriggerCamera( entity eTarget, vector vPos, vector vEndPos, float fResetTime ); void Game_Input(void); entity eActivator; // Generic entity fields .void() PlayerUse; .int iBleeds; .void(int iHitBody) vPain; .void(int iHitBody) vDeath; .entity eUser; .float material; .float armor; .float deaths; .float fStepTime; string startspot; string __fullspawndata; hashtable hashMaterials; .float gflags; enumflags { GF_CANRESPAWN, GF_USE_RELEASED, GF_IN_VEHICLE, GF_FROZEN, GF_SEMI_TOGGLED };