#pragma once float autocvar_g_balance_contents_damagerate; float autocvar_g_balance_contents_drowndelay; int autocvar_g_balance_contents_playerdamage_drowning; int autocvar_g_balance_contents_playerdamage_lava; int autocvar_g_balance_contents_playerdamage_lava_burn; // 10 is a nice value float autocvar_g_balance_contents_playerdamage_lava_burn_time = 2.5; // note: damage is total across this time (not by dps) int autocvar_g_balance_contents_playerdamage_slime; int autocvar_g_balance_contents_projectiledamage; float autocvar_g_balance_falldamage_deadminspeed; float autocvar_g_balance_falldamage_factor; int autocvar_g_balance_falldamage_maxdamage; float autocvar_g_balance_falldamage_minspeed; bool autocvar_g_balance_falldamage_onlyvertical; #define autocvar_slowmo cvar("slowmo") float autocvar_sys_ticrate; bool autocvar_sv_autopause; void Pause_TryPause_Dedicated(entity this); bool dropclient_schedule(entity this); /** print(), but only print if the server is not local */ void dedicated_print(string input); .float remove_except_protected_forbidden; void remove_except_protected(entity e); void remove_safely(entity e); void remove_unsafely(entity e); #ifdef PROFILING float client_cefc_accumulator; float client_cefc_accumulatortime; #endif float servertime, serverprevtime, serverframetime; // set in CreatureFrame_All for entities that can be damaged by fall (players) and contents (projectiles) .vector oldvelocity; .float watersound_finished; .bool iscreature; .float species; .float contents_damagetime; string GetField_fullspawndata(entity e, string fieldname, bool vfspath); /* ================== main unused but required by the engine ================== */ void main ();