}
.float alphamod;
-.float count; // set if clientside projectile
-.float cnt; // sound index
+.int count; // set if clientside projectile
+.int cnt; // sound index
.float gravity;
-.float snd_looping;
-.float silent;
+.int snd_looping;
+.bool silent;
void Projectile_ResetTrail(vector to)
{
{
vector rot;
vector trailorigin;
- float f;
- float drawn;
+ int f;
+ bool drawn;
float t;
float a;
self.drawmask = MASK_NORMAL;
}
-void loopsound(entity e, float ch, string samp, float vol, float attn)
+void loopsound(entity e, int ch, string samp, float vol, float attn)
{
if(self.silent)
return;
void Ent_Projectile()
{
- float f;
+ int f;
// projectile properties:
// kind (interpolated, or clientside)
if(Nade_IDFromProjectile(self.cnt) != 0)
{
- float nade_type = Nade_IDFromProjectile(self.cnt);
+ int nade_type = Nade_IDFromProjectile(self.cnt);
self.mins = '-16 -16 -16';
self.maxs = '16 16 16';
self.colormod = Nade_Color(nade_type);