bool ctf_CaptureShield_CheckStatus(entity p)
{
- float s, s2, s3, s4, se, se2, se3, se4, sr, ser;
+ int s, s2, s3, s4, se, se2, se3, se4, sr, ser;
entity e;
- float players_worseeq, players_total;
+ int players_worseeq, players_total;
if(ctf_captureshield_max_ratio <= 0)
return false;
}
}
-void ctf_FlagDamage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void ctf_FlagDamage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(ITEM_DAMAGE_NEEDKILL(deathtype))
{
}
}
-void havocbot_role_ctf_setrole(entity bot, float role)
+void havocbot_role_ctf_setrole(entity bot, int role)
{
dprint(strcat(bot.netname," switched to "));
switch(role)
// ==============
// scoreboard setup
-void ctf_ScoreRules(float teams)
+void ctf_ScoreRules(int teams)
{
CheckAllowedTeams(world);
ScoreRules_basics(teams, SFL_SORT_PRIO_PRIMARY, 0, true);
}
// code from here on is just to support maps that don't have flag and team entities
-void ctf_SpawnTeam (string teamname, float teamcolor)
+void ctf_SpawnTeam (string teamname, int teamcolor)
{
entity oldself;
oldself = self;