-const string string_null;
-
// --------------------------------------------------------------------------
// MENU Functionality
-var float(string text, float handleColors, vector fontSize) stringwidth;
-
entity players;
entity teams;
#define MAX_AXH 4
entity AuxiliaryXhair[MAX_AXH];
-const var void Draw_Not();
+var void Draw_Not();
.string axh_image;
.float axh_fadetime;
missile.flags = FL_PROJECTILE;
}
-var const float() nullfunc;
float ball_customize()
{
if(!self.owner)
{
self.effects &~= EF_FLAME;
self.scale = 1;
- self.customizeentityforclient = nullfunc;
+ self.customizeentityforclient = func_null;
return TRUE;
}
#define VHSF_NORMAL 0
#define VHSF_FACTORY 2
var .void(float _spawnflag) vehicle_spawn; /// Vehicles custom fucntion to be efecuted when vehicle (re)spawns
-const var .float(float _imp) vehicles_impusle_null;
+var .float(float _imp) vehicles_impusle_null;
var .float(float _imp) vehicles_impusle;
.float vehicle_weapon2mode = volly_counter;
#define MOVE_NOTHING -1
entity WarpZone_trace_forent; // temp, callback is allowed to change it
typedef void(vector start, vector hit, vector end) WarpZone_trace_callback_t; // called on every elementary trace
-const var WarpZone_trace_callback_t WarpZone_trace_callback_t_null;
+var WarpZone_trace_callback_t WarpZone_trace_callback_t_null;
entity WarpZone_trace_transform; // transform accumulator during a trace
entity WarpZone_trace_firstzone; // first warpzone hit by a trace (can differ from the requested zone in case of _ThroughZone, the trace is aborted then)
entity WarpZone_trace_lastzone; // first warpzone hit by a trace (can differ from the requested zone in case of _ThroughZone, the trace is aborted then)