#include "survival.qh"
+
+#ifdef GAMEQC
REGISTER_NET_LINKED(ENT_CLIENT_SURVIVALSTATUSES)
+#endif
#include <common/mutators/mutator/waypoints/all.qh>
#endif
-#ifdef GAMEQC
-REGISTER_WAYPOINT(Buff, _("Buff"), "", '1 0.5 0', 1);
-REGISTER_RADARICON(Buff, 1);
-#endif
-
#define REGISTER_BUFF(id, inst) \
REGISTER(StatusEffect, BUFF_##id, m_id, inst)
#include "damagetext.qh"
+#ifdef GAMEQC
REGISTER_NET_LINKED(damagetext)
+#endif
REGISTER_MUTATOR(itemstime, true);
+#ifdef GAMEQC
REGISTER_NET_TEMP(itemstime)
+#endif
#ifdef SVQC
void IT_Write(entity e, int i, float f) {
return EFFECT_Null;
}
-#endif
REGISTER_NET_TEMP(TE_CSQC_DARKBLINKING);
+
+#endif
+
#ifdef CSQC
#include <client/draw.qh>
#include <client/hud/hud.qh>
REGISTER_WAYPOINT(VehicleIntruder, _("Intruder!"), "", '1 1 1', 1);
REGISTER_WAYPOINT(Seeker, _("Tagged"), "", '0.5 1 0', 2);
+
+REGISTER_WAYPOINT(Buff, _("Buff"), "", '1 0.5 0', 1);
REGISTER_RADARICON(Item, 1);
REGISTER_RADARICON(Vehicle, 1);
REGISTER_RADARICON(Weapon, 1);
+REGISTER_RADARICON(Buff, 1);
#include "all.inc"
REGISTER_MUTATOR(waypointsprites, true);
+#ifdef GAMEQC
REGISTER_NET_LINKED(waypointsprites)
+#endif
#ifdef SVQC
bool WaypointSprite_SendEntity(entity this, entity to, float sendflags)
#include "shockwave.qh"
+#ifdef GAMEQC
REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE)
+#endif
#ifdef SVQC
#include "vaporizer.qh"
+#ifdef GAMEQC
REGISTER_NET_TEMP(TE_CSQC_VAPORBEAMPARTICLE)
+#endif
#if defined(SVQC)
void SendCSQCVaporizerBeamParticle(entity player, int hit) {
}
#endif
+#ifdef GAMEQC
REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
+#endif
#if defined(SVQC)
void SendCSQCVortexBeamParticle(float charge) {
// netcode mismatch and not sure what caused it? developer_csqcentities 1
.string netname;
+
+#ifdef GAMEQC
+
.int m_id;
.bool(entity this, entity sender, bool isNew) m_read;
#define NET_HANDLE(id, param) bool Net_Handle_##id(entity this, entity sender, param)
this.netname = #id; \
}
#endif
-#define REGISTER_NET_S2C(id) REGISTER_NET_TEMP(id)
REGISTRY(TempEntities, BITS(8) - 80)
REGISTER_REGISTRY(TempEntities)
REGISTRY_DEFINE_GET(C2S_Protocol, NULL)
STATIC_INIT(C2S_Protocol_renumber) { FOREACH(C2S_Protocol, true, it.m_id = i); }
+#endif // GAMEQC
+
#ifdef SVQC
const int MSG_ENTITY = 5;
#include "net.qh"
+#ifdef GAMEQC
REGISTER_NET_TEMP(registry)
+#endif
#ifdef CSQC
NET_HANDLE(registry, bool isnew)