//.float cnt2;
.float play_time;
-.float respawn_flags;
+.int respawn_flags;
.float respawn_time;
.float respawn_time_max;
.float death_time;
.entity exteriorweaponentity;
.vector weaponentity_glowmod;
-//.float weapon; // current weapon
-.float switchweapon; // weapon requested to switch to
-.float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
+//.int weapon; // current weapon
+.int switchweapon; // weapon requested to switch to
+.int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
.string weaponname; // name of .weapon
// WEAPONTODO
// weapon states (self.weaponentity.state)
-const float WS_CLEAR = 0; // no weapon selected
-const float WS_RAISE = 1; // raise frame
-const float WS_DROP = 2; // deselecting frame
-const float WS_INUSE = 3; // fire state
-const float WS_READY = 4; // idle frame
+const int WS_CLEAR = 0; // no weapon selected
+const int WS_RAISE = 1; // raise frame
+const int WS_DROP = 2; // deselecting frame
+const int WS_INUSE = 3; // fire state
+const int WS_READY = 4; // idle frame
// there is 2 weapon tics that can run in one server frame
-const float W_TICSPERFRAME = 2;
+const int W_TICSPERFRAME = 2;
void weapon_defaultspawnfunc(float wpn);
.float version_nagtime;
-const float NUM_JUMPPADSUSED = 3;
+const int NUM_JUMPPADSUSED = 3;
.float jumppadcount;
.entity jumppadsused[NUM_JUMPPADSUSED];
float next_pingtime;
.float Version;
-.float SendFlags;
+.int SendFlags;
.float(entity to, float sendflags) SendEntity;
// player sounds, voice messages
string clientstuff;
.float phase;
-.float pressedkeys;
+.int pressedkeys;
.float porto_forbidden;
.float hit_time;
.float typehit_time;
-.float damage_dealt_total;
+.float damage_dealt_total;
.float stat_leadlimit;
.string playernick;
.float elos;
.float ranks;
-#endif
\ No newline at end of file
+#endif