// Command Sub-Functions
// =======================
-void LocalCommand_blurtest(float request)
+void LocalCommand_blurtest(int request)
{
// Simple command to work with postprocessing temporarily... possibly completely pointless, the glsl shader is used for a real feature now...
// Anyway, to enable it, just compile the client with -DBLURTEST and then you can use the command.
#endif
}
-void LocalCommand_boxparticles(float request, float argc)
+void LocalCommand_boxparticles(int request, int argc)
{
switch(request)
{
{
if (argc == 9)
{
- float effect = particleeffectnum(argv(1));
+ int effect = particleeffectnum(argv(1));
if (effect >= 0)
{
- float index = stof(argv(2));
+ int index = stoi(argv(2));
entity own;
if(index <= 0)
own = entitybyindex(-index);
vector org_to = stov(argv(4));
vector dir_from = stov(argv(5));
vector dir_to = stov(argv(6));
- float countmultiplier = stof(argv(7));
- float flags = stof(argv(8));
+ int countmultiplier = stoi(argv(7));
+ int flags = stoi(argv(8));
boxparticles(effect, own, org_from, org_to, dir_from, dir_to, countmultiplier, flags);
return;
}
}
}
-void LocalCommand_create_scrshot_ent(float request)
+void LocalCommand_create_scrshot_ent(int request)
{
switch(request)
{
case CMD_REQUEST_COMMAND:
{
- float fh;
string filename = strcat(MapInfo_Map_bspname, "_scrshot_ent.txt");
- fh = fopen(filename, FILE_WRITE);
+ int fh = fopen(filename, FILE_WRITE);
if(fh >= 0)
{
}
}
-void LocalCommand_debugmodel(float request, float argc)
+void LocalCommand_debugmodel(int request, int argc)
{
switch(request)
{
}
}
-void LocalCommand_handlevote(float request, float argc)
+void LocalCommand_handlevote(int request, int argc)
{
switch(request)
{
case CMD_REQUEST_COMMAND:
{
- float vote_selection;
+ int vote_selection;
string vote_string;
if(InterpretBoolean(argv(1)))
}
}
-void LocalCommand_hud(float request, float argc)
+void LocalCommand_hud(int request, int argc)
{
switch(request)
{
}
}
-void LocalCommand_localprint(float request, float argc)
+void LocalCommand_localprint(int request, int argc)
{
switch(request)
{
}
}
-void LocalCommand_mv_download(float request, float argc)
+void LocalCommand_mv_download(int request, int argc)
{
switch(request)
{
}
}
-void LocalCommand_sendcvar(float request, float argc)
+void LocalCommand_sendcvar(int request, int argc)
{
switch(request)
{
/* use this when creating a new command, making sure to place it in alphabetical order... also,
** ADD ALL NEW COMMANDS TO commands.cfg WITH PROPER ALIASES IN THE SAME FASHION!
-void LocalCommand_(float request)
+void LocalCommand_(int request)
{
switch(request)
{
return;
}
-float LocalCommand_macro_command(float argc)
+float LocalCommand_macro_command(int argc)
{
#define CLIENT_COMMAND(name,function,description) \
{ if(name == strtolower(argv(0))) { function; return TRUE; } }
return FALSE;
}
-float LocalCommand_macro_usage(float argc)
+float LocalCommand_macro_usage(int argc)
{
#define CLIENT_COMMAND(name,function,description) \
{ if(name == strtolower(argv(1))) { function; return TRUE; } }
void GameCommand(string command)
{
- float argc = tokenize_console(command);
+ int argc = tokenize_console(command);
// Guide for working with argc arguments by example:
// argc: 1 - 2 - 3 - 4
return;
}
-float ConsoleCommand_macro_normal(float argc)
+float ConsoleCommand_macro_normal(int argc)
{
#define CONSOLE_COMMAND(name,execution) \
{ if(name == strtolower(argv(0))) { { execution } return TRUE; } }
return FALSE;
}
-float ConsoleCommand_macro_movement(float argc)
+float ConsoleCommand_macro_movement(int argc)
{
if(camera_active)
{
float CSQC_ConsoleCommand(string command)
{
- float argc = tokenize_console(command);
+ int argc = tokenize_console(command);
if(ConsoleCommand_macro_normal(argc))
{