.int lodmodelindex0;
.int lodmodelindex1;
.int lodmodelindex2;
-void CSQCPlayer_LOD_Apply(void)
+void CSQCPlayer_LOD_Apply()
{SELFPARAM();
// LOD model loading
if(self.lodmodelindex0 != self.modelindex)
.vector glowmod;
.vector old_glowmod;
-void CSQCPlayer_ModelAppearance_PreUpdate(void)
+void CSQCPlayer_ModelAppearance_PreUpdate()
{SELFPARAM();
self.model = self.forceplayermodels_savemodel;
self.modelindex = self.forceplayermodels_savemodelindex;
self.skin = self.forceplayermodels_saveskin;
self.colormap = self.forceplayermodels_savecolormap;
}
-void CSQCPlayer_ModelAppearance_PostUpdate(void)
+void CSQCPlayer_ModelAppearance_PostUpdate()
{SELFPARAM();
self.forceplayermodels_savemodel = self.model;
self.forceplayermodels_savemodelindex = self.modelindex;
.int csqcmodel_framecount;
#define IS_DEAD_FRAME(f) ((f) == 0 || (f) == 1)
-void CSQCPlayer_FallbackFrame_PreUpdate(void)
+void CSQCPlayer_FallbackFrame_PreUpdate()
{SELFPARAM();
self.frame = self.csqcmodel_saveframe;
self.frame2 = self.csqcmodel_saveframe2;
LOG_INFOF("Frame %d missing in model %s, and we have no fallback - FAIL!\n", f, self.model);
return f;
}
-void CSQCPlayer_FallbackFrame_Apply(void)
+void CSQCPlayer_FallbackFrame_Apply()
{SELFPARAM();
self.frame = CSQCPlayer_FallbackFrame(self.frame);
self.frame2 = CSQCPlayer_FallbackFrame(self.frame2);
.entity tag_entity;
.int tag_entity_lastmodelindex;
.int tag_index;
-void CSQCModel_AutoTagIndex_Apply(void)
+void CSQCModel_AutoTagIndex_Apply()
{SELFPARAM();
if(self.tag_entity && wasfreed(self.tag_entity))
self.tag_entity = world;
.int csqcmodel_effects;
.int csqcmodel_modelflags;
.int csqcmodel_traileffect;
-void CSQCModel_Effects_PreUpdate(void)
+void CSQCModel_Effects_PreUpdate()
{SELFPARAM();
self.effects = self.csqcmodel_effects;
self.modelflags = self.csqcmodel_modelflags;
self.traileffect = self.csqcmodel_traileffect;
}
-void Reset_ArcBeam(void);
-void CSQCModel_Effects_PostUpdate(void)
+void Reset_ArcBeam();
+void CSQCModel_Effects_PostUpdate()
{SELFPARAM();
if (self == csqcplayer) {
if (self.csqcmodel_teleported) {
Projectile_ResetTrail(self, self.origin);
}
.int snd_looping;
-void CSQCModel_Effects_Apply(void)
+void CSQCModel_Effects_Apply()
{SELFPARAM();
int eff = self.csqcmodel_effects & ~CSQCMODEL_EF_RESPAWNGHOST;
int tref = self.csqcmodel_traileffect;
int nade_prevstatus;
int nade_prevframe;
float nade_statuschange_time;
-void HUD_Ammo(void)
+void HUD_Ammo()
{
if(hud != HUD_NORMAL) return;
if(!autocvar__hud_configure)
//
-void HUD_HealthArmor(void)
+void HUD_HealthArmor()
{
int armor, health, fuel;
if(!autocvar__hud_configure)
notify_times[notify_index] = time;
}
-void HUD_Notify(void)
+void HUD_Notify()
{
if (!autocvar__hud_configure)
if (!autocvar_hud_panel_notify)
notify_count = count;
}
-void HUD_Timer(void)
+void HUD_Timer()
{
if(!autocvar__hud_configure)
{
drawpic(mousepos-'8 4 0', strcat("gfx/menu/", autocvar_menu_skin, "/cursor.tga"), cursor_size, '1 1 1', 0.8, DRAWFLAG_NORMAL);
}
-void HUD_Radar(void)
+void HUD_Radar()
{
if (!autocvar__hud_configure)
{
while (i<entries && team_count && (tm = tm.sort_next) && (tm.team != NUM_SPECTATOR || (tm = tm.sort_next)));
}
-void HUD_Score(void)
+void HUD_Score()
{
if(!autocvar__hud_configure)
{
// Race timer (#8)
//
-void HUD_RaceTimer (void)
+void HUD_RaceTimer ()
{
if(!autocvar__hud_configure)
{
// Vote window (#9)
//
-void HUD_Vote(void)
+void HUD_Vote()
{
if(autocvar_cl_allow_uid2name == -1 && (gametype == MAPINFO_TYPE_CTS || gametype == MAPINFO_TYPE_RACE || (serverflags & SERVERFLAG_PLAYERSTATS)))
{
int redflag_prevstatus, blueflag_prevstatus, yellowflag_prevstatus, pinkflag_prevstatus, neutralflag_prevstatus; // last remembered status
float redflag_statuschange_time, blueflag_statuschange_time, yellowflag_statuschange_time, pinkflag_statuschange_time, neutralflag_statuschange_time; // time when the status changed
-void HUD_Mod_CTF_Reset(void)
+void HUD_Mod_CTF_Reset()
{
redflag_prevstatus = blueflag_prevstatus = yellowflag_prevstatus = pinkflag_prevstatus = neutralflag_prevstatus = 0;
redflag_prevframe = blueflag_prevframe = yellowflag_prevframe = pinkflag_prevframe = neutralflag_prevframe = 0;
float mod_alpha;
float mod_change; // "time" when mod_active changed
-void HUD_ModIcons(void)
+void HUD_ModIcons()
{
if(!autocvar__hud_configure)
{
// Draw pressed keys (#11)
//
-void HUD_PressedKeys(void)
+void HUD_PressedKeys()
{
if(!autocvar__hud_configure)
{
// Handle chat as a panel (#12)
//
-void HUD_Chat(void)
+void HUD_Chat()
{
if(!autocvar__hud_configure)
{
float frametimeavg;
float frametimeavg1; // 1 frame ago
float frametimeavg2; // 2 frames ago
-void HUD_EngineInfo(void)
+void HUD_EngineInfo()
{
if(!autocvar__hud_configure)
{
drawcolorcodedstring(o, s, fontsize, a, DRAWFLAG_NORMAL); \
o.y += fontsize.y; \
} while(0)
-void HUD_InfoMessages(void)
+void HUD_InfoMessages()
{
if(!autocvar__hud_configure)
{
vector acc_prevspeed;
float acc_prevtime, acc_avg, top_speed, top_speed_time;
float physics_update_time, discrete_speed, discrete_acceleration;
-void HUD_Physics(void)
+void HUD_Physics()
{
if(!autocvar__hud_configure)
{
centerprint_generic(0, strMessage, autocvar_hud_panel_centerprint_time, 0);
}
-void reset_centerprint_messages(void)
+void reset_centerprint_messages()
{
int i;
for (i=0; i<CENTERPRINT_MAX_MSGS; ++i)
}
}
float hud_configure_cp_generation_time;
-void HUD_CenterPrint (void)
+void HUD_CenterPrint ()
{
if(!autocvar__hud_configure)
{
panel.panel_draw();
}
-void HUD_Reset(void)
+void HUD_Reset()
{
// reset gametype specific icons
if(gametype == MAPINFO_TYPE_CTF)
HUD_Mod_CTF_Reset();
}
-void HUD_Main(void)
+void HUD_Main()
{
int i;
// global hud theAlpha fade
float HUD_Radar_InputEvent(float bInputType, float nPrimary, float nSecondary);
void HUD_Radar_Hide_Maximized();
-void HUD_Reset (void);
-void HUD_Main (void);
+void HUD_Reset ();
+void HUD_Main ();
int vote_yescount;
int vote_nocount;
string forcefog;
void ConsoleCommand_macro_init();
-void CSQC_Init(void)
+void CSQC_Init()
{
prvm_language = strzone(cvar_string("prvm_language"));
}
// CSQC_Shutdown : Called every time the CSQC code is shutdown (changing maps, quitting, etc)
-void Shutdown(void)
+void Shutdown()
{
WarpZone_Shutdown();
void Porto_Init();
void TrueAim_Init();
-void PostInit(void)
+void PostInit()
{
entity playerchecker = new(playerchecker);
make_pure(playerchecker);
.void(entity) draw;
.void(entity) draw2d;
-.void(void) entremove;
+.void() entremove;
float drawframetime;
vector view_origin, view_forward, view_right, view_up;
drawcolorcodedstring(pos, entry, fontsize, panel_fg_alpha, DRAWFLAG_ADDITIVE);
}
-void HUD_QuickMenu(void)
+void HUD_QuickMenu()
{
if(!autocvar__hud_configure)
{
void HUD_InitScores();
void HUD_UpdatePlayerPos(entity pl);
void HUD_UpdateTeamPos(entity Team);
-float HUD_WouldDrawScoreboard(void);
+float HUD_WouldDrawScoreboard();
#endif
return SHOTTYPE_HITWORLD;
}
-void PostInit(void);
+void PostInit();
void CSQC_Demo_Camera();
float HUD_WouldDrawScoreboard();
float camera_mode;
// =========================================================
// used by generic commands for better help/usage information
-string GetProgramCommandPrefix(void)
+string GetProgramCommandPrefix()
{
#ifdef SVQC
return "sv_cmd";
float GenericCommand(string command);
// Returns command prefix specific for whatever program it is compiled in
-string GetProgramCommandPrefix(void);
+string GetProgramCommandPrefix();
// used by common/command/generic.qc:GenericCommand_dumpcommands to list all commands into a .txt file
#define CMD_Write(s) fputs(fh, s)
GameLogEcho(s);
}
-void ball_restart(void)
+void ball_restart()
{SELFPARAM();
if(self.owner)
DropBall(self, self.owner.origin, '0 0 0');
ResetBall();
}
-void nexball_setstatus(void)
+void nexball_setstatus()
{SELFPARAM();
self.items &= ~IT_KEY1;
if(self.ballcarried)
}
}
-void relocate_nexball(void)
+void relocate_nexball()
{SELFPARAM();
tracebox(self.origin, BALL_MINS, BALL_MAXS, self.origin, true, self);
if(trace_startsolid)
}
}
-void DropOwner(void)
+void DropOwner()
{SELFPARAM();
entity ownr;
ownr = self.owner;
ball.owner = world;
}
-void InitBall(void)
+void InitBall()
{SELFPARAM();
if(gameover) return;
self.flags &= ~FL_ONGROUND;
LogNB("init", world);
}
-void ResetBall(void)
+void ResetBall()
{SELFPARAM();
if(self.cnt < 2) // step 1
{
}
}
-void football_touch(void)
+void football_touch()
{SELFPARAM();
if(other.solid == SOLID_BSP)
{
self.avelocity = -250 * v_forward; // maybe there is a way to make it look better?
}
-void basketball_touch(void)
+void basketball_touch()
{SELFPARAM();
if(other.ballcarried)
{
}
}
-void GoalTouch(void)
+void GoalTouch()
{SELFPARAM();
entity ball;
float isclient, pscore, otherteam;
nb_teams += 1;
}
-void nb_spawnteams(void)
+void nb_spawnteams()
{
bool t_red = false, t_blue = false, t_yellow = false, t_pink = false;
entity e;
}
}
-void nb_delayedinit(void)
+void nb_delayedinit()
{
if(find(world, classname, "nexball_team") == world)
nb_spawnteams();
// spawnfuncs //
//=======================//
-void SpawnBall(void)
+void SpawnBall()
{SELFPARAM();
if(!g_nexball) { remove(self); return; }
return true;
}
-void SpawnGoal(void)
+void SpawnGoal()
{SELFPARAM();
if(!g_nexball) { remove(self); return; }
self.nextthink = time;
}
-void W_Nexball_Touch(void)
+void W_Nexball_Touch()
{SELFPARAM();
entity ball, attacker;
attacker = self.owner;
vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
-void W_Nexball_Attack2(void)
+void W_Nexball_Attack2()
{SELFPARAM();
if(self.ballcarried.enemy)
{
#define MOVETYPES_H
.float move_ltime;
-.void(void)move_think;
+.void()move_think;
.float move_nextthink;
-.void(void)move_blocked;
+.void()move_blocked;
.float move_movetype;
.float move_time;
.int move_flags;
.int move_watertype;
.int move_waterlevel;
-.void(void)move_touch;
+.void()move_touch;
.void(float, float)contentstransition;
.float move_bounce_factor;
.float move_bounce_stopspeed;
remove (self);
}
-void W_RocketPropelledChainsaw_Touch (void)
+void W_RocketPropelledChainsaw_Touch ()
{SELFPARAM();
if(WarpZone_Projectile_Touch())
if(wasfreed(self))
remove(notif);
}
-void Destroy_All_Notifications(void)
+void Destroy_All_Notifications()
{
entity notif;
int i;
// used by MSG_CHOICE to build list of choices
#ifdef SVQC
-void Notification_GetCvars(void)
+void Notification_GetCvars()
{
for(int i = 0; i <= NOTIF_CHOICE_COUNT; ++i)
{
VARITEM(3, 4, XPD(s1, s2, s3, f1, f2, f3, f4)) \
VARITEM(4, 4, XPD(s1, s2, s3, s4, f1, f2, f3, f4))
-void Destroy_All_Notifications(void);
+void Destroy_All_Notifications();
void Create_Notification_Entity(
float var_default,
float var_cvar,
#ifdef SVQC
.float FRAG_VERBOSE;
-void Notification_GetCvars(void);
+void Notification_GetCvars();
float autocvar_notification_server_allows_location = 1; // 0 = no, 1 = yes
#else
float autocvar_notification_item_centerprinttime = 1.5;
returns true if handled
=============
*/
-bool PlayerJump (void)
+bool PlayerJump ()
{SELFPARAM();
if (PHYS_FROZEN(self))
return true; // no jumping in freezetag when frozen
return false;
}
-void PM_check_nickspam(void)
+void PM_check_nickspam()
{SELFPARAM();
#ifdef SVQC
if (time >= self.nickspamtime)
#endif
}
-void PM_check_spider(void)
+void PM_check_spider()
{SELFPARAM();
#ifdef SVQC
if (time >= self.spider_slowness)
}
// predict frozen movement, as frozen players CAN move in some cases
-void PM_check_frozen(void)
+void PM_check_frozen()
{SELFPARAM();
if (!PHYS_FROZEN(self))
return;
#endif
}
-void PM_check_blocked(void)
+void PM_check_blocked()
{SELFPARAM();
#ifdef SVQC
if (!self.player_blocked)
#endif
}
-void PM_check_vortex(void)
+void PM_check_vortex()
{SELFPARAM();
#ifdef SVQC
// WEAPONTODO
}
#ifdef SVQC
-void SV_PlayerPhysics(void)
+void SV_PlayerPhysics()
#elif defined(CSQC)
-void CSQC_ClientMovement_PlayerMove_Frame(void)
+void CSQC_ClientMovement_PlayerMove_Frame()
#endif
{SELFPARAM();
PM_Main();
#endif
#ifdef SVQC
-void PlayerStats_Prematch(void)
+void PlayerStats_Prematch()
{
//foobar
}
LOG_TRACE("Added item ", sprintf("#%s", event), "=", data, " to PS_D_IN_DB\n");
}
-void PlayerStats_PlayerDetail(void)
+void PlayerStats_PlayerDetail()
{
// http://stats.xonotic.org/player/me
if((autocvar_g_playerstats_playerdetail_uri != "") && (crypto_getmyidstatus(0) > 0))
}
}
-void PlayerStats_PlayerDetail_CheckUpdate(void)
+void PlayerStats_PlayerDetail_CheckUpdate()
{
// determine whether we should retrieve playerdetail information again
float gamecount = cvar("cl_matchcount");
float PlayerStats_PlayerDetail_Status = PS_D_STATUS_IDLE;
string autocvar_g_playerstats_playerdetail_uri = "http://stats.xonotic.org/player/me";
float autocvar_g_playerstats_playerdetail_autoupdatetime = 1800; // automatically update every 30 minutes anyway
-void PlayerStats_PlayerDetail(void);
-void PlayerStats_PlayerDetail_CheckUpdate(void);
+void PlayerStats_PlayerDetail();
+void PlayerStats_PlayerDetail_CheckUpdate();
void PlayerStats_PlayerDetail_Handler(entity fh, entity p, float status);
#endif
#endif
-void SUB_NullThink(void) { }
+void SUB_NullThink() { }
void() SUB_CalcMoveDone;
void() SUB_CalcAngleMoveDone;
==================
*/
.float friction;
-void SUB_Friction (void)
+void SUB_Friction ()
{SELFPARAM();
self.SUB_NEXTTHINK = time;
if(self.SUB_FLAGS & FL_ONGROUND)
}
}
-void SUB_SetFade_Think (void)
+void SUB_SetFade_Think ()
{SELFPARAM();
if(self.alpha == 0)
self.alpha = 1;
self.SUB_ORIGIN traveling at speed
===============
*/
-void SUB_CalcMoveDone (void)
+void SUB_CalcMoveDone ()
{SELFPARAM();
// After moving, set origin to exact final destination
}
.float platmovetype_turn;
-void SUB_CalcMove_controller_think (void)
+void SUB_CalcMove_controller_think ()
{SELFPARAM();
entity oldself;
float traveltime;
The calling function should make sure self.SUB_THINK is valid
===============
*/
-void SUB_CalcAngleMoveDone (void)
+void SUB_CalcAngleMoveDone ()
{SELFPARAM();
// After rotating, set angle to exact final angle
self.angles = self.finalangle;
return e;
}
-void teleport_findtarget (void)
+void teleport_findtarget ()
{SELFPARAM();
entity e;
float n;
entity Simple_TeleportPlayer(entity teleporter, entity player);
-void Teleport_Touch (void);
+void Teleport_Touch ();
-void teleport_findtarget (void);
+void teleport_findtarget ();
entity Teleport_Find(vector mi, vector ma);
#ifdef SVQC
spawnfunc(trigger_swamp);
#endif
-void swamp_touch(void);
+void swamp_touch();
void swampslug_think();
*
* I do it this way becuz there is no "untouch" event.
*/
-void swampslug_think(void)
+void swampslug_think()
{SELFPARAM();
//Slowly kill the slug
self.health = self.health - 1;
self.nextthink = time + self.swamp_interval;
}
-void swamp_touch(void)
+void swamp_touch()
{SELFPARAM();
// If whatever thats touching the swamp is not a player
// or if its a dead player, just dont care abt it.
#endif
}
-void Teleport_Touch (void)
+void Teleport_Touch ()
{SELFPARAM();
string s;
return 0;
}
-void Dump_Turret_Settings(void)
+void Dump_Turret_Settings()
{
float x, totalsettings = 0;
FOREACH(Turrets, it != TUR_Null, LAMBDA({
#ifdef SVQC
-void Dump_Turret_Settings(void);
+void Dump_Turret_Settings();
float tur_config_file;
float tur_config_alsoprint;
return strcmp(wep_config_queue[root], wep_config_queue[child]);
}
-void Dump_Weapon_Settings(void)
+void Dump_Weapon_Settings()
{
int i, x, totalsettings = 0;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
// Balance Config Generator
// ==========================
-void Dump_Weapon_Settings(void);
+void Dump_Weapon_Settings();
int wep_config_file;
bool wep_config_alsoprint;
//dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
}
-void W_Arc_Beam_Think(void)
+void W_Arc_Beam_Think()
{SELFPARAM();
if(self != self.owner.arc_beam)
{
Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
}
-void Reset_ArcBeam(void)
+void Reset_ArcBeam()
{
entity e;
for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
Draw_ArcBeam_callback_last_bottom = '0 0 0';
}
-void Remove_ArcBeam(void)
+void Remove_ArcBeam()
{SELFPARAM();
remove(self.beam_muzzleentity);
sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
spawnfunc(weapon_blaster) { weapon_defaultspawnfunc(this, WEP_BLASTER); }
spawnfunc(weapon_laser) { spawnfunc_weapon_blaster(this); }
-void W_Blaster_Touch(void)
+void W_Blaster_Touch()
{SELFPARAM();
PROJECTILE_TOUCH;
remove(self);
}
-void W_Blaster_Think(void)
+void W_Blaster_Think()
{SELFPARAM();
self.movetype = MOVETYPE_FLY;
self.think = SUB_Remove;
W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
}
-void W_Crylink_Reset(void)
+void W_Crylink_Reset()
{SELFPARAM();
W_Crylink_Dequeue(self);
remove(self);
return targ_origin;
}
-void W_Crylink_LinkJoinEffect_Think(void)
+void W_Crylink_LinkJoinEffect_Think()
{SELFPARAM();
// is there at least 2 projectiles very close?
entity e, p;
}
// NO bounce protection, as bounces are limited!
-void W_Crylink_Touch(void)
+void W_Crylink_Touch()
{SELFPARAM();
float finalhit;
float f;
// CSQCProjectile(proj, true, PROJECTILE_CRYLINK, true);
}
-void W_Crylink_Fadethink(void)
+void W_Crylink_Fadethink()
{SELFPARAM();
W_Crylink_Dequeue(self);
remove(self);
.entity lastrocket;
-void W_Devastator_Unregister(void)
+void W_Devastator_Unregister()
{SELFPARAM();
if(self.realowner && self.realowner.lastrocket == self)
{
}
}
-void W_Devastator_Explode(void)
+void W_Devastator_Explode()
{SELFPARAM();
W_Devastator_Unregister();
// normalize(thisdir + goaldir)
// normalize(0)
-void W_Devastator_Think(void)
+void W_Devastator_Think()
{SELFPARAM();
vector desireddir, olddir, newdir, desiredorigin, goal;
float velspeed, f;
UpdateCSQCProjectile(self);
}
-void W_Devastator_Touch(void)
+void W_Devastator_Touch()
{SELFPARAM();
if(WarpZone_Projectile_Touch())
{
ELECTRO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.float electro_count;
.float electro_secondarytime;
-void W_Electro_ExplodeCombo(void);
+void W_Electro_ExplodeCombo();
#endif
#endif
#ifdef IMPLEMENTATION
}
}
-void W_Electro_ExplodeCombo(void)
+void W_Electro_ExplodeCombo()
{SELFPARAM();
W_Electro_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
remove(self);
}
-void W_Electro_Explode(void)
+void W_Electro_Explode()
{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
remove(self);
}
-void W_Electro_TouchExplode(void)
+void W_Electro_TouchExplode()
{
PROJECTILE_TOUCH;
W_Electro_Explode();
}
-void W_Electro_Bolt_Think(void)
+void W_Electro_Bolt_Think()
{SELFPARAM();
if(time >= self.ltime)
{
MUTATOR_CALLHOOK(EditProjectile, self, proj);
}
-void W_Electro_Orb_Touch(void)
+void W_Electro_Orb_Touch()
{SELFPARAM();
PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM)
#ifdef SVQC
spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
-void W_Fireball_Explode(void)
+void W_Fireball_Explode()
{SELFPARAM();
entity e;
float dist;
remove(self);
}
-void W_Fireball_TouchExplode(void)
+void W_Fireball_TouchExplode()
{
PROJECTILE_TOUCH;
W_Fireball_Explode();
}
}
-void W_Fireball_Think(void)
+void W_Fireball_Think()
{SELFPARAM();
if(time > self.pushltime)
{
}
}
-void W_Fireball_Attack1(void)
+void W_Fireball_Attack1()
{SELFPARAM();
entity proj;
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(fireball, animtime), W_Fireball_Attack1_Frame1);
}
-void W_Fireball_Firemine_Think(void)
+void W_Fireball_Firemine_Think()
{SELFPARAM();
if(time > self.pushltime)
{
self.nextthink = time + 0.1;
}
-void W_Fireball_Firemine_Touch(void)
+void W_Fireball_Firemine_Touch()
{SELFPARAM();
PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM)
self.projectiledeathtype |= HITTYPE_BOUNCE;
}
-void W_Fireball_Attack2(void)
+void W_Fireball_Attack2()
{SELFPARAM();
entity proj;
vector f_diff;
// NO bounce protection, as bounces are limited!
-void W_Hagar_Explode(void)
+void W_Hagar_Explode()
{SELFPARAM();
self.event_damage = func_null;
RadiusDamage(self, self.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), world, world, WEP_CVAR_PRI(hagar, force), self.projectiledeathtype, other);
remove(self);
}
-void W_Hagar_Explode2(void)
+void W_Hagar_Explode2()
{SELFPARAM();
self.event_damage = func_null;
RadiusDamage(self, self.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), world, world, WEP_CVAR_SEC(hagar, force), self.projectiledeathtype, other);
W_PrepareExplosionByDamage(attacker, self.think);
}
-void W_Hagar_Touch(void)
+void W_Hagar_Touch()
{SELFPARAM();
PROJECTILE_TOUCH;
self.use();
}
-void W_Hagar_Touch2(void)
+void W_Hagar_Touch2()
{SELFPARAM();
PROJECTILE_TOUCH;
#ifdef SVQC
spawnfunc(weapon_hlac) { weapon_defaultspawnfunc(this, WEP_HLAC); }
-void W_HLAC_Touch(void)
+void W_HLAC_Touch()
{SELFPARAM();
float isprimary;
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
-void W_HLAC_Attack2(void)
+void W_HLAC_Attack2()
{SELFPARAM();
entity missile;
float spread;
spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); }
-void W_Hook_ExplodeThink(void)
+void W_Hook_ExplodeThink()
{SELFPARAM();
float dt, dmg_remaining_next, f;
remove(self);
}
-void W_Hook_Explode2(void)
+void W_Hook_Explode2()
{SELFPARAM();
self.event_damage = func_null;
self.touch = func_null;
W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
}
-void W_Hook_Touch2(void)
+void W_Hook_Touch2()
{SELFPARAM();
PROJECTILE_TOUCH;
self.use();
}
spawnfunc(weapon_uzi) { spawnfunc_weapon_machinegun(this); }
-void W_MachineGun_MuzzleFlash_Think(void)
+void W_MachineGun_MuzzleFlash_Think()
{SELFPARAM();
self.frame = self.frame + 2;
self.scale = self.scale * 0.5;
}
-void W_MachineGun_MuzzleFlash(void)
+void W_MachineGun_MuzzleFlash()
{SELFPARAM();
if(self.muzzle_flash == world)
self.muzzle_flash = spawn();
#ifdef SVQC
MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-void W_MineLayer_Think(void);
+void W_MineLayer_Think();
.float minelayer_detonate, mine_explodeanyway;
.float mine_time;
.vector mine_orientation;
SetMovetypeFollow(self, to);
}
-void W_MineLayer_Explode(void)
+void W_MineLayer_Explode()
{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
remove(self);
}
-void W_MineLayer_DoRemoteExplode(void)
+void W_MineLayer_DoRemoteExplode()
{SELFPARAM();
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
remove(self);
}
-void W_MineLayer_RemoteExplode(void)
+void W_MineLayer_RemoteExplode()
{SELFPARAM();
if(self.realowner.deadflag == DEAD_NO)
if((self.spawnshieldtime >= 0)
}
}
-void W_MineLayer_ProximityExplode(void)
+void W_MineLayer_ProximityExplode()
{SELFPARAM();
// make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
return minecount;
}
-void W_MineLayer_Think(void)
+void W_MineLayer_Think()
{SELFPARAM();
entity head;
W_MineLayer_RemoteExplode();
}
-void W_MineLayer_Touch(void)
+void W_MineLayer_Touch()
{SELFPARAM();
if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
return; // we're already a stuck mine, why do we get called? TODO does this even happen?
spawnfunc(weapon_mortar) { weapon_defaultspawnfunc(this, WEP_MORTAR); }
spawnfunc(weapon_grenadelauncher) { spawnfunc_weapon_mortar(this); }
-void W_Mortar_Grenade_Explode(void)
+void W_Mortar_Grenade_Explode()
{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
remove(self);
}
-void W_Mortar_Grenade_Explode2(void)
+void W_Mortar_Grenade_Explode2()
{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
W_PrepareExplosionByDamage(attacker, self.use);
}
-void W_Mortar_Grenade_Think1(void)
+void W_Mortar_Grenade_Think1()
{SELFPARAM();
self.nextthink = time;
if(time > self.cnt)
W_Mortar_Grenade_Explode();
}
-void W_Mortar_Grenade_Touch1(void)
+void W_Mortar_Grenade_Touch1()
{SELFPARAM();
PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM || WEP_CVAR_PRI(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
}
}
-void W_Mortar_Grenade_Touch2(void)
+void W_Mortar_Grenade_Touch2()
{SELFPARAM();
PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM || WEP_CVAR_SEC(mortar, type) == 0) // always explode when hitting a player, or if normal mortar projectile
e.porto_forbidden = max(0, e.porto_forbidden - 1);
}
-void W_Porto_Success(void)
+void W_Porto_Success()
{SELFPARAM();
if(self.realowner == world)
{
}
}
-void W_Porto_Think(void)
+void W_Porto_Think()
{SELFPARAM();
trace_plane_normal = '0 0 0';
if(self.realowner.playerid != self.playerid)
W_Porto_Fail(0);
}
-void W_Porto_Touch(void)
+void W_Porto_Touch()
{SELFPARAM();
vector norm;
SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
}
-void W_Rifle_Attack(void)
+void W_Rifle_Attack()
{
W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_PRI(rifle, spread), WEP_CVAR_PRI(rifle, damage), WEP_CVAR_PRI(rifle, force), WEP_CVAR_PRI(rifle, solidpenetration), WEP_CVAR_PRI(rifle, ammo), WEP_RIFLE.m_id, WEP_CVAR_PRI(rifle, tracer), WEP_CVAR_PRI(rifle, shots), SND(CAMPINGRIFLE_FIRE));
}
-void W_Rifle_Attack2(void)
+void W_Rifle_Attack2()
{
W_Rifle_FireBullet(WEP_RIFLE, WEP_CVAR_SEC(rifle, spread), WEP_CVAR_SEC(rifle, damage), WEP_CVAR_SEC(rifle, force), WEP_CVAR_SEC(rifle, solidpenetration), WEP_CVAR_SEC(rifle, ammo), WEP_RIFLE.m_id | HITTYPE_SECONDARY, WEP_CVAR_SEC(rifle, tracer), WEP_CVAR_SEC(rifle, shots), SND(CAMPINGRIFLE_FIRE2));
}
-.void(void) rifle_bullethail_attackfunc;
+.void() rifle_bullethail_attackfunc;
.float rifle_bullethail_frame;
.float rifle_bullethail_animtime;
.float rifle_bullethail_refire;
}
}
-void W_Rifle_BulletHail(.entity weaponentity, float mode, void(void) AttackFunc, float fr, float animtime, float refire)
+void W_Rifle_BulletHail(.entity weaponentity, float mode, void() AttackFunc, float fr, float animtime, float refire)
{SELFPARAM();
// if we get here, we have at least one bullet to fire
AttackFunc();
// ============================
// Begin: Missile functions, these are general functions to be manipulated by other code
// ============================
-void W_Seeker_Missile_Explode(void)
+void W_Seeker_Missile_Explode()
{SELFPARAM();
self.event_damage = func_null;
RadiusDamage(self, self.realowner, WEP_CVAR(seeker, missile_damage), WEP_CVAR(seeker, missile_edgedamage), WEP_CVAR(seeker, missile_radius), world, world, WEP_CVAR(seeker, missile_force), self.projectiledeathtype, other);
remove(self);
}
-void W_Seeker_Missile_Touch(void)
+void W_Seeker_Missile_Touch()
{
PROJECTILE_TOUCH;
W_Seeker_Missile_Explode();
}
-void W_Seeker_Missile_Think(void)
+void W_Seeker_Missile_Think()
{SELFPARAM();
entity e;
vector desireddir, olddir, newdir, eorg;
}
/*
-void W_Seeker_Missile_Animate(void)
+void W_Seeker_Missile_Animate()
{
self.frame = self.frame +1;
self.nextthink = time + 0.05;
// ============================
// Begin: FLAC, close range attack meant for defeating rockets which are coming at you.
// ============================
-void W_Seeker_Flac_Explode(void)
+void W_Seeker_Flac_Explode()
{SELFPARAM();
self.event_damage = func_null;
remove(self);
}
-void W_Seeker_Flac_Touch(void)
+void W_Seeker_Flac_Touch()
{
PROJECTILE_TOUCH;
return world;
}
-void W_Seeker_Attack(void)
+void W_Seeker_Attack()
{SELFPARAM();
entity tracker, closest_target;
W_Seeker_Fire_Missile(WEP_SEEKER, '0 0 0', closest_target);
}
-void W_Seeker_Vollycontroller_Think(void) // TODO: Merge this with W_Seeker_Attack
+void W_Seeker_Vollycontroller_Think() // TODO: Merge this with W_Seeker_Attack
{SELFPARAM();
float c;
entity oldenemy;
setself(this);
}
-void W_Seeker_Tracker_Think(void)
+void W_Seeker_Tracker_Think()
{SELFPARAM();
// commit suicide if: You die OR target dies OR you switch away from the seeker OR commit suicide if lifetime is up
if((self.realowner.deadflag != DEAD_NO) || (self.tag_target.deadflag != DEAD_NO) || (self.realowner.switchweapon != WEP_SEEKER.m_id)
// ============================
// Begin: Tag projectile
// ============================
-void W_Seeker_Tag_Explode(void)
+void W_Seeker_Tag_Explode()
{SELFPARAM();
//if(other==self.realowner)
// return;
W_Seeker_Tag_Explode();
}
-void W_Seeker_Tag_Touch(void)
+void W_Seeker_Tag_Touch()
{SELFPARAM();
vector dir;
vector org2;
SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
#endif
#ifdef CSQC
-void Net_ReadShockwaveParticle(void);
+void Net_ReadShockwaveParticle();
.vector sw_shotorg;
.vector sw_shotdir;
.float sw_distance;
vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
// MELEE ATTACK MODE
-void W_Shockwave_Melee_Think(void)
+void W_Shockwave_Melee_Think()
{SELFPARAM();
// declarations
float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
return true;
}
-void W_Shockwave_Send(void)
+void W_Shockwave_Send()
{SELFPARAM();
WriteHeader(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
WriteCoord(MSG_BROADCAST, w_shotorg.x);
WriteByte(MSG_BROADCAST, num_for_edict(self));
}
-void W_Shockwave_Attack(void)
+void W_Shockwave_Attack()
{SELFPARAM();
// declarations
float multiplier, multiplier_from_accuracy, multiplier_from_distance;
return true;
}
-void Net_ReadShockwaveParticle(void)
+void Net_ReadShockwaveParticle()
{
entity shockwave;
shockwave = spawn();
.float swing_prev;
.entity swing_alreadyhit;
-void W_Shotgun_Melee_Think(void)
+void W_Shotgun_Melee_Think()
{SELFPARAM();
// declarations
float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
return true;
}
-void W_Tuba_NoteOff(void)
+void W_Tuba_NoteOff()
{SELFPARAM();
// we have a note:
// on: self.spawnshieldtime
return true;
}
-void W_Tuba_NoteThink(void)
+void W_Tuba_NoteThink()
{SELFPARAM();
float dist_mult;
float vol0, vol1;
W_DecreaseAmmo(thiswep, self, ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
}
-void W_RocketMinsta_Laser_Explode (void)
+void W_RocketMinsta_Laser_Explode ()
{SELFPARAM();
if(other.takedamage == DAMAGE_AIM)
if(IS_PLAYER(other))
remove(self);
}
-void W_RocketMinsta_Laser_Touch (void)
+void W_RocketMinsta_Laser_Touch ()
{SELFPARAM();
PROJECTILE_TOUCH;
//W_RocketMinsta_Laser_Explode ();
remove(self);
}
-void W_RocketMinsta_Attack2(void)
+void W_RocketMinsta_Attack2()
{SELFPARAM();
makevectors(self.v_angle);
}
}
-void W_RocketMinsta_Attack3 (void)
+void W_RocketMinsta_Attack3 ()
{SELFPARAM();
makevectors(self.v_angle);
#endif
}
-void CSQCPlayer_Physics(void)
+void CSQCPlayer_Physics()
{
switch(autocvar_cl_movement)
{
.void() uncustomizeentityforclient;
.float uncustomizeentityforclient_set;
- void SetCustomizer(entity e, float(void)customizer, void(void)uncustomizer)
+ void SetCustomizer(entity e, float()customizer, void()uncustomizer)
{
e.customizeentityforclient = customizer;
e.uncustomizeentityforclient = uncustomizer;
#define string_null nil
#else
// the NULL function
- var void func_null(void);
+ var void func_null();
string string_null;
#endif
return 1;
}
-void WarpZone_Touch (void)
+void WarpZone_Touch ()
{SELFPARAM();
if(other.classname == "trigger_warpzone")
return;
self.enemy.aiment = self;
}
-void WarpZoneCamera_Think(void)
+void WarpZoneCamera_Think()
{SELFPARAM();
if(self.warpzone_save_origin != self.origin
|| self.warpzone_save_angles != self.angles
spawnfunc_trigger_warpzone_reconnect(this); // both names make sense here :(
}
-void WarpZone_PlayerPhysics_FixVAngle(void)
+void WarpZone_PlayerPhysics_FixVAngle()
{SELFPARAM();
#ifndef WARPZONE_DONT_FIX_VANGLE
if(IS_REAL_CLIENT(self))
//const float ENT_CLIENT_WARPZONE;
//const float ENT_CLIENT_WARPZONE_CAMERA;
-void WarpZone_PlayerPhysics_FixVAngle(void);
+void WarpZone_PlayerPhysics_FixVAngle();
-void WarpZone_PostInitialize_Callback(void);
+void WarpZone_PostInitialize_Callback();
#endif
#ifdef IMPLEMENTATION
-entity makeXonoticGametypeList(void)
+entity makeXonoticGametypeList()
{
entity me;
me = NEW(XonoticGametypeList);
head.totalfrags_lastcheck = head.totalfrags;
}
-void bot_calculate_stepheightvec(void)
+void bot_calculate_stepheightvec()
{
stepheightvec = autocvar_sv_stepheight * '0 0 1';
jumpstepheightvec = stepheightvec +
void() havocbot_setupbot;
-void bot_calculate_stepheightvec(void);
+void bot_calculate_stepheightvec();
#endif
SetNewParms
=============
*/
-void SetNewParms (void)
+void SetNewParms ()
{
// initialize parms for a new player
parm1 = -(86400 * 366);
SetChangeParms
=============
*/
-void SetChangeParms (void)
+void SetChangeParms ()
{SELFPARAM();
// save parms for level change
parm1 = self.parm_idlesince - time;
DecodeLevelParms
=============
*/
-void DecodeLevelParms (void)
+void DecodeLevelParms ()
{SELFPARAM();
// load parms
self.parm_idlesince = parm1;
}
-void ClientKill (void)
+void ClientKill ()
{SELFPARAM();
if(gameover) return;
if(self.player_blocked) return;
Called once (not at each match start) when a client begins a connection to the server
=============
*/
-void ClientPreConnect (void)
+void ClientPreConnect ()
{SELFPARAM();
if(autocvar_sv_eventlog)
{
Called when a client connects to the server
=============
*/
-void DecodeLevelParms (void);
-void ClientConnect (void)
+void DecodeLevelParms ();
+void ClientConnect ()
{SELFPARAM();
float t;
*/
.entity chatbubbleentity;
void ReadyCount();
-void ClientDisconnect (void)
+void ClientDisconnect ()
{SELFPARAM();
if(self.vehicle)
vehicles_exit(VHEF_RELEASE);
else self.colormod = '1 1 1';
}*/
-void respawn(void)
+void respawn()
{SELFPARAM();
if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
{
_sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
}
-void player_powerups (void)
+void player_powerups ()
{SELFPARAM();
// add a way to see what the items were BEFORE all of these checks for the mutator hook
int items_prev = self.items;
return current;
}
-void player_regen (void)
+void player_regen ()
{SELFPARAM();
float max_mod, regen_mod, rot_mod, limit_mod;
max_mod = regen_mod = rot_mod = limit_mod = 1;
void() nexball_setstatus;
.float last_vehiclecheck;
.int items_added;
-void PlayerPreThink (void)
+void PlayerPreThink ()
{SELFPARAM();
WarpZone_PlayerPhysics_FixVAngle();
=============
*/
.float idlekick_lasttimeleft;
-void PlayerPostThink (void)
+void PlayerPostThink ()
{SELFPARAM();
if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
if(IS_REAL_CLIENT(self))
* 230 to 253: individual weapons (up to 24)
*/
-void ImpulseCommands (void)
+void ImpulseCommands ()
{SELFPARAM();
int imp;
vector org;
* 230 to 253: individual weapons (up to 24)
*/
-void ImpulseCommands (void);
+void ImpulseCommands ();
#endif
MUTATOR_CALLHOOK(DropSpecialItems, player);
}
-void CopyBody_Think(void)
+void CopyBody_Think()
{SELFPARAM();
if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
{
animdecide_setstate(self, 0, false);
}
-void player_anim (void)
+void player_anim ()
{SELFPARAM();
int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
if(self.deadflag) {
.float istypefrag;
.float CopyBody_nextthink;
-.void(void) CopyBody_think;
-void CopyBody_Think(void);
+.void() CopyBody_think;
+void CopyBody_Think();
void CopyBody(float keepvelocity);
float player_getspecies();
void player_setupanimsformodel();
-void player_anim (void);
+void player_anim ();
void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
// allow functions to be used in other code like g_world.qc and race.qc
string getrecords(float page);
-string getrankings(void);
-string getladder(void);
-string getmaplist(void);
-string getlsmaps(void);
-string getmonsterlist(void);
+string getrankings();
+string getladder();
+string getmaplist();
+string getlsmaps();
+string getmonsterlist();
#endif
#include "../../common/monsters/sv_monsters.qh"
-void PutObserverInServer(void);
+void PutObserverInServer();
// =====================================================
// Server side game commands code, reworked by Samual
//pl.disableclientprediction = false;
}
-void GrapplingHookReset(void)
+void GrapplingHookReset()
{SELFPARAM();
if(self.realowner.hook == self)
RemoveGrapplingHook(self.owner);
}
}
-void GrapplingHookTouch (void)
+void GrapplingHookTouch ()
{SELFPARAM();
if(other.movetype == MOVETYPE_FOLLOW)
return;
}
}
-void FireGrapplingHook (void)
+void FireGrapplingHook ()
{SELFPARAM();
entity missile;
vector org;
.float modelscale;
-void g_model_setcolormaptoactivator (void)
+void g_model_setcolormaptoactivator ()
{SELFPARAM();
if(teamplay)
{
self.colormap |= BIT(10); // RENDER_COLORMAPPED
}
-void g_clientmodel_setcolormaptoactivator (void)
+void g_clientmodel_setcolormaptoactivator ()
{SELFPARAM();
g_model_setcolormaptoactivator();
self.SendFlags |= (BIT(3) | BIT(0));
}
-void g_clientmodel_use(void)
+void g_clientmodel_use()
{SELFPARAM();
if (self.antiwall_flag == 1)
{
unused but required by the engine
==================
*/
-void main (void)
+void main ()
{
}
#ifndef G_SUBS_H
#define G_SUBS_H
-void SUB_NullThink(void);
+void SUB_NullThink();
void() SUB_CalcMoveDone;
void() SUB_CalcAngleMoveDone;
Remove self
==================
*/
-void SUB_Remove (void);
+void SUB_Remove ();
/*
==================
==================
*/
.float friction;
-void SUB_Friction (void);
+void SUB_Friction ();
/*
==================
*/
void SUB_VanishOrRemove (entity ent);
-void SUB_SetFade_Think (void);
+void SUB_SetFade_Think ();
/*
==================
self.origin traveling at speed
===============
*/
-void SUB_CalcMoveDone (void);
+void SUB_CalcMoveDone ();
.float platmovetype_turn;
-void SUB_CalcMove_controller_think (void);
+void SUB_CalcMove_controller_think ();
void SUB_CalcMove_controller_setbezier (entity controller, vector org, vector control, vector dest);
The calling function should make sure self.think is valid
===============
*/
-void SUB_CalcAngleMoveDone (void);
+void SUB_CalcAngleMoveDone ();
// FIXME: I fixed this function only for rotation around the main axes
void SUB_CalcAngleMove (vector destangle, float tspeedtype, float tspeed, void() func);
unused but required by the engine
==================
*/
-void main (void);
+void main ();
// Misc
}
// clear the .winning flags
-void ClearWinners(void)
+void ClearWinners()
{
entity head;
FOR_EACH_PLAYER(head)
}
-string admin_name(void)
+string admin_name()
{
if(autocvar_sv_adminnick != "")
return autocvar_sv_adminnick;
builtin_remove(e);
}
-void InitializeEntity(entity e, void(void) func, float order)
+void InitializeEntity(entity e, void() func, float order)
{
entity prev, cur;
entity eliminatedPlayers;
void EliminatedPlayers_Init(float(entity) isEliminated_func);
-string admin_name(void);
+string admin_name();
void write_recordmarker(entity pl, float tstart, float dt);
float sv_taunt;
string GetGametype(); // g_world.qc
-void readlevelcvars(void)
+void readlevelcvars()
{
if(cvar("sv_allow_fullbright"))
serverflags |= SERVERFLAG_ALLOW_FULLBRIGHT;
const float INITPRIO_LINKDOORS = 91;
const float INITPRIO_LAST = 99;
-.void(void) initialize_entity;
+.void() initialize_entity;
.float initialize_entity_order;
.entity initialize_entity_next;
entity initialize_entity_first;
float sound_allowed(float dest, entity e);
-void InitializeEntity(entity e, void(void) func, float order);
-void SetCustomizer(entity e, float(void) customizer, void(void) uncustomizer);
+void InitializeEntity(entity e, void() func, float order);
+void SetCustomizer(entity e, float() customizer, void() uncustomizer);
#endif
return true;
}
-void ctf_CheckStalemate(void)
+void ctf_CheckStalemate()
{
// declarations
int stale_flags = 0, stale_red_flags = 0, stale_blue_flags = 0, stale_yellow_flags = 0, stale_pink_flags = 0, stale_neutral_flags = 0;
ctf_RespawnFlag(self);
}
-void ctf_DelayedFlagSetup(void) // called after a flag is placed on a map by ctf_FlagSetup()
+void ctf_DelayedFlagSetup() // called after a flag is placed on a map by ctf_FlagSetup()
{SELFPARAM();
// bot waypoints
waypoint_spawnforitem_force(self, self.origin);
.entity kh_next;
float kh_Key_AllOwnedByWhichTeam();
-typedef void(void) kh_Think_t;
+typedef void() kh_Think_t;
void kh_StartRound();
void kh_Controller_SetThink(float t, kh_Think_t func);
CSQCMODEL_AUTOUPDATE(self);
}
-void ons_DelayedControlPoint_Setup(void)
+void ons_DelayedControlPoint_Setup()
{SELFPARAM();
onslaught_updatelinks();
PS_GR_P_ADDVAL(s.owner, strcat(PLAYERSTATS_SCOREBOARD, scores_label[i]), s.(scores[i]));
}
-void PlayerScore_TeamStats(void)
+void PlayerScore_TeamStats()
{
entity sk;
float t, i;
.float lastground;
.int state;
-void CreatureFrame (void)
+void CreatureFrame ()
{SELFPARAM();
float dm;
}
}
-void WarpZone_PostInitialize_Callback(void)
+void WarpZone_PostInitialize_Callback()
{
// create waypoint links for warpzones
entity e;
void Item_ItemsTime_SetTime(entity e, float t);
void Item_ItemsTime_SetTimesForAllPlayers();
-void Item_Respawn (void)
+void Item_Respawn ()
{SELFPARAM();
Item_Show(self, 1);
// this is ugly...
Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
}
-void Item_RespawnCountdown (void)
+void Item_RespawnCountdown ()
{SELFPARAM();
if(self.count >= ITEM_RESPAWN_TICKS)
{
// Savage: used for item garbage-collection
// TODO: perhaps nice special effect?
-void RemoveItem(void)
+void RemoveItem()
{SELFPARAM();
if(wasfreed(self) || !self) { return; }
Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
void Item_Show (entity e, float mode);
-void Item_Respawn (void);
+void Item_Respawn ();
-void Item_RespawnCountdown (void);
+void Item_RespawnCountdown ();
void Item_ScheduleRespawnIn(entity e, float t);
void Item_ScheduleRespawn(entity e);
void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter);
-void target_items_use (void);
+void target_items_use ();
const float OP_SET = 0;
const float OP_MIN = 1;
return versionmsg;
}
-string getwelcomemessage(void)
+string getwelcomemessage()
{
string s, modifications, motd;
string GetClientVersionMessage();
-string getwelcomemessage(void);
+string getwelcomemessage();
void SetPlayerColors(entity pl, float _color);
}
// previously used if exists and has ammo, (second) best otherwise
-void W_LastWeapon(void)
+void W_LastWeapon()
{SELFPARAM();
if(client_hasweapon(self, self.cnt, true, false))
W_SwitchWeapon(self.cnt);
void W_PreviousWeapon(float list);
// previously used if exists and has ammo, (second) best otherwise
-void W_LastWeapon(void);
+void W_LastWeapon();
#endif