28 .void(
entity this) CopyBody_think;
int autocvar_sv_defaultplayerskin_pink
void CopyBody(entity this, float keepvelocity)
int autocvar_sv_defaultplayerskin_blue
int autocvar_sv_defaultplayerskin_red
bool autocvar_sv_defaultcharacterskin
string autocvar_sv_defaultplayermodel
void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
limitations: NULL cannot be present elements can only be present once a maximum of IL_MAX lists can e...
string autocvar_sv_defaultplayermodel_blue
void precache_all_playermodels(string pattern)
int autocvar_sv_defaultplayerskin
string autocvar_sv_defaultplayercolors
bool PlayerHeal(entity targ, entity inflictor, float amount, float limit)
string autocvar_sv_defaultplayermodel_yellow
void CopyBody_Think(entity this)
int autocvar_sv_defaultplayerskin_yellow
void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
bool autocvar_sv_defaultcharacter
vector(float skel, float bonenum) _skel_get_boneabs_hidden
float autocvar_g_spawnshield_blockdamage
string autocvar_sv_defaultplayermodel_red
float autocvar_sv_gibhealth
void player_setupanimsformodel(entity this)
float autocvar_g_spawnshieldtime
string autocvar_sv_defaultplayermodel_pink
void player_anim(entity this)
bool autocvar_sv_precacheplayermodels