.string netname; // primary picture
.string netname2; // secondary picture
.string netname3; // tertiary picture
-.float team; // team that gets netname2
+.int team; // team that gets netname2
.float lifetime;
.float fadetime;
.float maxdistance;
.entity flagcarried;
-.float playerid;
+.int playerid;
float playerid_last;
.float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
string loaded_mutators[MAX_MUTATORS];
float Mutator_Add(mutatorfunc_t func, string name)
{
- float i, j;
+ int i, j;
j = -1;
for(i = 0; i < MAX_MUTATORS; ++i)
{
}
void Mutator_Remove(float(float) func, string name)
{
- float i;
+ int i;
for(i = 0; i < MAX_MUTATORS; ++i)
if(name == loaded_mutators[i])
break;
float g_nix_with_blaster;
// WEAPONTODO
-float nix_weapon;
+int nix_weapon;
float nix_nextchange;
float nix_nextweapon;
.float nix_lastchange_id;
-void ok_DecreaseCharge(entity ent, float wep)
+void ok_DecreaseCharge(entity ent, int wep)
{
if(!ent.ok_use_ammocharge) return;
float pathlib_expandnode_starf(entity node, vector start, vector goal)
{
vector where,f,r,t;
- float i,fc,fc2,c;
+ float fc,fc2,c;
entity nap;
where = node.origin;
// Back-left
plib_points[7] = where - f - r;
- for(i=0;i < 8; ++i)
+ for(int i=0;i < 8; ++i)
{
t = plib_points[i];
fc = pathlib_heuristic(t,goal) + pathlib_cost(node, t, pathlib_gridsize);
vector bp;
bp = plib_points[0];
fc2 = 0;
- for(i = 0; i < 8; ++i)
+ for(int i = 0; i < 8; ++i)
{
c = 0;
nap = pathlib_nodeatpoint(plib_points[i]);
pathlib_makenode(node, start, bp, goal, pathlib_gridsize);
- for(i = 0; i < 3; ++i)
+ for(int i = 0; i < 3; ++i)
{
pathlib_makenode(node, start, plib_points2[i], goal, pathlib_gridsize);
}
return true;
}
-void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, float axh_id)
+void UpdateAuxiliaryXhair(entity own, vector loc, vector clr, int axh_id)
{
if (!IS_REAL_CLIENT(own))
return;