// generic CSQC model code
-float CSQCModel_Send(entity to, int sf)
+bool CSQCModel_Send(entity to, int sf)
{
// some nice flags for CSQCMODEL_IF
float isplayer = (IS_CLIENT(self));
.float Version;
.int SendFlags;
-.float(entity to, float sendflags) SendEntity;
+.bool(entity to, int sendflags) SendEntity;
// player sounds, voice messages
// TODO implemented fall and falling
}
-void Net_LinkEntity(entity e, float docull, float dt, float(entity, float) sendfunc)
+void Net_LinkEntity(entity e, float docull, float dt, bool(entity, int) sendfunc)
{
vector mi, ma;
#endif
#ifdef SVQC
-float ItemSend(entity to, int sf)
+bool ItemSend(entity to, int sf)
{
if(self.gravity)
sf |= ISF_DROP;
#endif
#ifdef SVQC
float autocvar_sv_simple_items;
-float ItemSend(entity to, int sf);
+bool 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, int sf);
+bool ItemSend(entity to, int sf);
void ItemUpdate(entity item);
// pickup evaluation functions
.float csqcprojectile_type;
-float CSQCProjectile_SendEntity(entity to, int sf)
+bool CSQCProjectile_SendEntity(entity to, int sf)
{
float ft, fr;
if(sf & 2)
WriteByte(MSG_ENTITY, self.csqcprojectile_type); // TODO maybe put this into sf?
- return 1;
+ return true;
}
.vector csqcprojectile_oldorigin;
WarpZone_PostTeleportPlayer_Callback(player);
}
-float WarpZone_Teleported_Send(entity to, int sf)
+bool WarpZone_Teleported_Send(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED);
WriteCoord(MSG_ENTITY, self.angles.x);
}
}
-float WarpZone_Send(entity to, float sendflags)
+bool WarpZone_Send(entity to, int sendflags)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
return true;
}
-float WarpZone_Camera_Send(entity to, float sendflags)
+bool WarpZone_Camera_Send(entity to, int sendflags)
{
int f = 0;
WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);