}
#ifdef SVQC
-float healer_send(entity to, float sf);
+float healer_send(entity to, int sf);
#endif
#ifdef CSQC
remove(self);
}
-float Net_Write_Notification(entity client, float sf)
+float Net_Write_Notification(entity client, int sf)
{
if(Notification_ShouldSend(self.nent_broadcast, client, self.nent_client))
{
#ifdef SVQC
void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC); }
-float W_Arc_Beam_Send(entity to, float sf)
+float W_Arc_Beam_Send(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
}
}
-float W_Arc(float req)
+bool W_Arc(int req)
{
switch(req)
{
}
}
-float W_Arc(float req)
+bool W_Arc(int req)
{
switch(req)
{
self = oldself;
}
}
-float W_Blaster(float request)
+bool W_Blaster(int request)
{
switch(request)
{
}
#endif
#ifdef CSQC
-float W_Blaster(float request)
+bool W_Blaster(int request)
{
switch(request)
{
}
}
-float W_Crylink(float req)
+bool W_Crylink(int req)
{
float ammo_amount;
switch(req)
}
#endif
#ifdef CSQC
-float W_Crylink(float req)
+bool W_Crylink(int req)
{
switch(req)
{
other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
-float W_Devastator(float req)
+bool W_Devastator(int req)
{
entity rock;
float rockfound;
}
#endif
#ifdef CSQC
-float W_Devastator(float req)
+bool W_Devastator(int req)
{
switch(req)
{
}
.float bot_secondary_electromooth;
-float W_Electro(float req)
+bool W_Electro(int req)
{
float ammo_amount;
switch(req)
}
#endif
#ifdef CSQC
-float W_Electro(float req)
+bool W_Electro(int req)
{
switch(req)
{
other = proj; MUTATOR_CALLHOOK(EditProjectile);
}
-float W_Fireball(float req)
+bool W_Fireball(int req)
{
switch(req)
{
}
#endif
#ifdef CSQC
-float W_Fireball(float req)
+bool W_Fireball(int req)
{
switch(req)
{
}
}
-float W_Hagar(float req)
+bool W_Hagar(int req)
{
float ammo_amount;
switch(req)
}
#endif
#ifdef CSQC
-float W_Hagar(float req)
+bool W_Hagar(int req)
{
switch(req)
{
}
}
-float W_HLAC(float req)
+bool W_HLAC(int req)
{
float ammo_amount;
switch(req)
}
#endif
#ifdef CSQC
-float W_HLAC(float req)
+bool W_HLAC(int req)
{
switch(req)
{
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(hmg, refire), W_HeavyMachineGun_Attack_Auto);
}
-float W_HeavyMachineGun(float req)
+bool W_HeavyMachineGun(int req)
{
float ammo_amount;
switch(req)
}
#endif
#ifdef CSQC
-float W_HeavyMachineGun(float req)
+bool W_HeavyMachineGun(int req)
{
switch(req)
{
other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
-float W_Hook(float req)
+bool W_Hook(int req)
{
float hooked_time_max, hooked_fuel;
}
#endif
#ifdef CSQC
-float W_Hook(float req)
+bool W_Hook(int req)
{
switch(req)
{
}
-float W_MachineGun(float req)
+bool W_MachineGun(int req)
{
float ammo_amount;
switch(req)
}
#endif
#ifdef CSQC
-float W_MachineGun(float req)
+bool W_MachineGun(int req)
{
switch(req)
{
W_MineLayer_Explode();
}
-float W_MineLayer_Count(entity e)
+int W_MineLayer_Count(entity e)
{
- float minecount = 0;
+ int minecount = 0;
entity mine;
for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
minecount += 1;
return minfound;
}
-float W_MineLayer(float req)
+bool W_MineLayer(int req)
{
entity mine;
float ammo_amount;
}
#endif
#ifdef CSQC
-float W_MineLayer(float req)
+bool W_MineLayer(int req)
{
switch(req)
{
}
.float bot_secondary_grenademooth;
-float W_Mortar(float req)
+bool W_Mortar(int req)
{
entity nade;
float nadefound;
}
#endif
#ifdef CSQC
-float W_Mortar(float req)
+bool W_Mortar(int req)
{
switch(req)
{
other = gren; MUTATOR_CALLHOOK(EditProjectile);
}
-float w_nexball_weapon(float req); // WEAPONTODO
-float W_Porto(float req)
+bool w_nexball_weapon(int req); // WEAPONTODO
+bool W_Porto(int req)
{
//vector v_angle_save;
}
#endif
#ifdef CSQC
-float W_Porto(float req)
+bool W_Porto(int req)
{
switch(req)
{
}
.float bot_secondary_riflemooth;
-float W_Rifle(float req)
+bool W_Rifle(int req)
{
float ammo_amount;
}
#endif
#ifdef CSQC
-float W_Rifle(float req)
+bool W_Rifle(int req)
{
switch(req)
{
other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
-float W_RocketPropelledChainsaw(float req)
+bool W_RocketPropelledChainsaw(int req)
{
float ammo_amount = false;
switch(req)
#endif
#ifdef CSQC
-float W_RocketPropelledChainsaw(float req)
+bool W_RocketPropelledChainsaw(int req)
{
switch(req)
{
// Begin: Genereal weapon functions
// ============================
-float W_Seeker(float req)
+bool W_Seeker(int req)
{
float ammo_amount;
}
#endif
#ifdef CSQC
-float W_Seeker(float req)
+bool W_Seeker(int req)
{
switch(req)
{
}
}
-float W_Shockwave(float req)
+bool W_Shockwave(int req)
{
switch(req)
{
shockwave.sw_time = time;
}
-float W_Shockwave(float req)
+bool W_Shockwave(int req)
{
switch(req)
{
#ifdef SVQC
void spawnfunc_weapon_tuba(void) { weapon_defaultspawnfunc(WEP_TUBA); }
-float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
+bool W_Tuba_HasPlayed(entity pl, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo)
{
float i, j, mmin, mmax, nolength;
float n = tokenize_console(melody);
remove(self);
}
-float W_Tuba_GetNote(entity pl, float hittype)
+int W_Tuba_GetNote(entity pl, int hittype)
{
float movestate = 5;
if (pl.movement.x < 0) movestate -= 3;
if (pl.movement.y < 0) movestate -= 1;
else if (pl.movement.y > 0) movestate += 1;
- float note = 0;
+ int note = 0;
switch(movestate)
{
// layout: originally I wanted
return note;
}
-float W_Tuba_NoteSendEntity(entity to, float sf)
+bool W_Tuba_NoteSendEntity(entity to, int sf)
{
- float f;
+ int f;
msg_entity = to;
if(!sound_allowed(MSG_ONE, self.realowner))
}
}
-float W_Tuba(float req)
+bool W_Tuba(int req)
{
switch(req)
{
}
#endif
#ifdef CSQC
-float W_Tuba(float req)
+bool W_Tuba(int req)
{
// nothing to do here; particles of tuba are handled differently
// WEAPONTODO
void spawnfunc_weapon_vortex(void); // defined in t_items.qc
.float vortex_chargepool_pauseregen_finished;
-float W_Vortex(float req)
+bool W_Vortex(int req)
{
float dt;
float ammo_amount;
#endif
#ifdef CSQC
float autocvar_g_balance_vortex_secondary = 0; // WEAPONTODO
-float W_Vortex(float req)
+bool W_Vortex(int req)
{
switch(req)
{
self.frame2time = self.frame1time;
}
}
-void CSQCModel_InterpolateAnimation_PreNote(float sf)
+void CSQCModel_InterpolateAnimation_PreNote(int sf)
{
#ifdef CSQCMODEL_HAVE_TWO_FRAMES
CSQCModel_InterpolateAnimation_2To4_PreNote(sf);
self.frame1time = time;
}
}
-void CSQCModel_InterpolateAnimation_Note(float sf)
+void CSQCModel_InterpolateAnimation_Note(int sf)
{
#ifdef CSQCMODEL_HAVE_TWO_FRAMES
CSQCModel_InterpolateAnimation_2To4_Note(sf, true);
// this is exported for custom frame animation code. Use with care.
// to update frames, first call this:
-void CSQCModel_InterpolateAnimation_2To4_PreNote(float sf);
-void CSQCModel_InterpolateAnimation_1To2_PreNote(float sf);
+void CSQCModel_InterpolateAnimation_2To4_PreNote(int sf);
+void CSQCModel_InterpolateAnimation_1To2_PreNote(int sf);
// then update frame, frame1time (and possibly frame2, frame2time, lerpfrac)
// if set_times is not set, caller is responsible for frame1time, frame2time, csqcmodel_lerpfractime!
-void CSQCModel_InterpolateAnimation_2To4_Note(float sf, float set_times);
-void CSQCModel_InterpolateAnimation_1To2_Note(float sf, float set_times);
+void CSQCModel_InterpolateAnimation_2To4_Note(int sf, float set_times);
+void CSQCModel_InterpolateAnimation_1To2_Note(int sf, float set_times);
// to retrieve animation state, call this
void CSQCModel_InterpolateAnimation_2To4_Do();
void CSQCModel_InterpolateAnimation_1To2_Do();
.float ebouncefactor, ebouncestop; // electro's values
// TODO do we need all these fields, or should we stop autodetecting runtime
// changes and just have a console command to update this?
-float ClientInit_SendEntity(entity to, float sf)
+float ClientInit_SendEntity(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
#include "defs.qh"
#endif
-float Casing_SendEntity(entity to, float sf)
+float Casing_SendEntity(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_CASING);
WriteByte(MSG_ENTITY, self.state); // actually type
#include "spawnpoints.qh"
#endif
-float Damage_DamageInfo_SendEntity(entity to, float sf)
+float Damage_DamageInfo_SendEntity(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
WriteShort(MSG_ENTITY, self.projectiledeathtype);
.float dmg_force;
.float dmg_radius;
-float Damage_DamageInfo_SendEntity(entity to, float sf);
+float Damage_DamageInfo_SendEntity(entity to, int sf);
void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner);
}
.vector hook_start, hook_end;
-float GrapplingHookSend(entity to, float sf)
+float GrapplingHookSend(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_HOOK);
sf = sf & 0x7F;
self.SendFlags |= 2;
}
-float g_clientmodel_genericsendentity (entity to, float sf)
+float g_clientmodel_genericsendentity (entity to, int sf)
{
sf = sf & 0x0F;
if(self.angles != '0 0 0')
spawnfunc_func_pointparticles();
}
-float rainsnow_SendEntity(entity to, float sf)
+float rainsnow_SendEntity(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_RAINSNOW);
WriteByte(MSG_ENTITY, self.state);
void spawnfunc_func_sparks();
-float rainsnow_SendEntity(entity to, float sf);
+float rainsnow_SendEntity(entity to, int sf);
/*QUAKED spawnfunc_func_rain (0 .5 .8) ?
This is an invisible area like a trigger, which rain falls inside of.
#include "g_violence.qh"
-float Violence_GibSplash_SendEntity(entity to, float sf)
+float Violence_GibSplash_SendEntity(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_GIBSPLASH);
WriteByte(MSG_ENTITY, self.state); // actually type
#ifndef G_VIOLENCE_H
#define G_VIOLENCE_H
-float Violence_GibSplash_SendEntity(entity to, float sf);
+float Violence_GibSplash_SendEntity(entity to, int sf);
// TODO maybe convert this to a TE?
void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker);
}
entity randomseed;
-float RandomSeed_Send(entity to, float sf)
+float RandomSeed_Send(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_RANDOMSEED);
WriteShort(MSG_ENTITY, self.cnt);
}
}
-float MapVote_SendEntity(entity to, float sf)
+float MapVote_SendEntity(entity to, int sf)
{
float i;
entno = num_for_edict(e);
idx = precache_sound_index(samp);
- float sflags;
+ int sflags;
sflags = 0;
_atten = floor(_atten * 64);
.float scale2;
-float modeleffect_SendEntity(entity to, float sf)
+float modeleffect_SendEntity(entity to, int sf)
{
float f;
WriteByte(MSG_ENTITY, ENT_CLIENT_MODELEFFECT);
}
}
-float ScoreInfo_SendEntity(entity to, float sf)
+float ScoreInfo_SendEntity(entity to, int sf)
{
float i;
WriteByte(MSG_ENTITY, ENT_CLIENT_SCORES_INFO);
#include "race.qh"
#endif
-float SpawnPoint_Send(entity to, float sf)
+float SpawnPoint_Send(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_SPAWNPOINT);
return true;
}
-float SpawnEvent_Send(entity to, float sf)
+float SpawnEvent_Send(entity to, int sf)
{
float send;
.vector spawnpoint_score;
float spawnpoint_nag;
-float SpawnEvent_Send(entity to, float sf);
+float SpawnEvent_Send(entity to, int sf);
entity Spawn_FilterOutBadSpots(entity firstspot, float mindist, float teamcheck);
entity SelectSpawnPoint (float anypoint);
#endif
#endif
#ifdef SVQC
-float ItemSend(entity to, float sf)
+float ItemSend(entity to, int sf)
{
if(self.gravity)
sf |= ISF_DROP;
#endif
#ifdef SVQC
float autocvar_sv_simple_items;
-float ItemSend(entity to, float sf);
+float ItemSend(entity to, int sf);
float have_pickup_item(void);
// Savage: used for item garbage-collection
// TODO: perhaps nice special effect?
-float ItemSend(entity to, float sf);
+float ItemSend(entity to, int sf);
void ItemUpdate(entity item);
// pickup evaluation functions
// spawnflags:
// 1 = START_OFF
// when triggered, it is disabled/enabled for everyone
-float trigger_music_SendEntity(entity to, float sf)
+float trigger_music_SendEntity(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_TRIGGER_MUSIC);
sf &= ~0x80;
}
-float turret_send(entity to, float sf)
+float turret_send(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_TURRET);
}
}
-float bumble_raygun_send(entity to, float sf)
+float bumble_raygun_send(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_BUMBLE_RAYGUN);
float autocvar_g_vehicle_bumblebee = 0;
-float bumble_raygun_send(entity to, float sf);
+float bumble_raygun_send(entity to, int sf);
const vector BUMB_MIN = '-130 -130 -130';
const vector BUMB_MAX = '130 130 130';
void spawnfunc_vehicle_bumblebee();
-float bumble_raygun_send(entity to, float sf);
+float bumble_raygun_send(entity to, int sf);
#endif // SVQC
#ifdef CSQC
const float MAX_AXH = 4;
.entity AuxiliaryXhair[MAX_AXH];
-float SendAuxiliaryXhair(entity to, float sf)
+float SendAuxiliaryXhair(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_AUXILIARYXHAIR);
WarpZone_PostTeleportPlayer_Callback(player);
}
-float WarpZone_Teleported_Send(entity to, float sf)
+float WarpZone_Teleported_Send(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED);
WriteCoord(MSG_ENTITY, self.angles.x);