float time;
float frametime;
-float player_localentnum; //the entnum of the VIEW entity
-float player_localnum; //the playernum
+int player_localentnum; //the entnum of the VIEW entity
+int player_localnum; //the playernum
float maxclients; //a constant filled in by the engine. gah, portability eh?
float clientcommandframe; //player movement
void() CSQC_Shutdown;
float(float f, float t, float n) CSQC_InputEvent;
void(float w, float h) CSQC_UpdateView;
-float(string s) CSQC_ConsoleCommand;
+bool(string s) CSQC_ConsoleCommand;
//these fields are read and set by the default player physics
vector pmove_org;
float input_timelength;
vector input_angles;
vector input_movevalues; //forwards, right, up.
-float input_buttons; //attack, use, jump (default physics only uses jump)
+int input_buttons; //attack, use, jump (default physics only uses jump)
float movevar_gravity;
float movevar_stopspeed;
//
// system fields (*** = do not set in prog code, maintained by C code)
//
-.float modelindex; // *** model index in the precached list
+.int modelindex; // *** model index in the precached list
.vector absmin, absmax; // *** origin + mins / maxs
-.float entnum; // *** the ent number as on the server
+.int entnum; // *** the ent number as on the server
.float drawmask;
.void() predraw;
.string classname; // spawn function
.string model;
-.float frame;
-.float skin;
+.int frame;
+.int skin;
.int effects;
.vector mins, maxs; // bounding box extents reletive to origin
// Basic variables
.float enttype; // entity type sent from server
.int sv_entnum; // entity number sent from server
-.float team;
-.float team_size;
+.int team;
+.int team_size;
float vid_conwidth, vid_conheight;
-float binddb;
+int binddb;
// QUALIFYING
float race_checkpoint;
string shortmapname;
// database for misc stuff
-float tempdb;
-float ClientProgsDB;
+int tempdb;
+int ClientProgsDB;
vector hook_shotorigin[4];
vector lightning_shotorigin[4];
const float MIN_DAMAGEEXTRARADIUS = 2;
const float MAX_DAMAGEEXTRARADIUS = 16;
.float damageextraradius;
-.void(float thisdmg, float hittype, vector org, vector thisforce) event_damage;
+.void(float thisdmg, int hittype, vector org, vector thisforce) event_damage;
// only for Porto
float angles_held_status;
vector angles_held;
// weapons
-.float silent;
+.bool silent;
int w_deathtype;
float w_issilent, w_random;
float uid2name_dialog;
-.float csqcmodel_isdead; // used by shownames and miscfunctions (float getplayerisdead(float) {}) to know when a player is dead
+.bool csqcmodel_isdead; // used by shownames and miscfunctions (float getplayerisdead(float) {}) to know when a player is dead
#define player_currententnum (spectatee_status > 0 ? spectatee_status : player_localnum + 1)