float bots_would_leave;
void UpdateFrags(entity player, int f);
-.float totalfrags;
-
-float team1_score, team2_score, team3_score, team4_score;
+.int totalfrags;
// flag set on worldspawn so that the code knows if it is dedicated or not
float server_is_dedicated;
.void(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) event_damage;
+.bool(entity targ, entity inflictor, float amount, float limit) event_heal;
+
//.string wad;
//.string map;
//.float worldtype;
// Needed for dynamic clientwalls
-.float inactive; // Clientwall disappears when inactive
+.bool inactive; // Clientwall disappears when inactive
.float alpha_max, alpha_min;
.float fade_start, fade_end, fade_vertical_offset;
.float default_solid; // Variable to store default .solid for clientwalls
float ServerProgsDB;
float TemporaryDB;
-.float team_saved;
+.int team_saved;
bool some_spawn_has_been_used;
int have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
// WEAPONTODO
#define DMG_NOWEP (weaponentities[0])
-float lockteams;
-
float sv_maxidle;
float sv_maxidle_spectatorsareidle;
int sv_maxidle_slots;
// Nexball
float g_nexball_meter_period;
-void SUB_DontUseTargets(entity this, entity actor, entity trigger);
-void SUB_UseTargets(entity this, entity actor, entity trigger);
-
.void(entity this) reset; // if set, an entity is reset using this
.void(entity this) reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
.float weapon_load[Weapons_MAX];
.int ammo_none; // used by the reloading system, must always be 0
-.float clip_load;
-.float old_clip_load;
-.float clip_size;
+.int clip_load;
+.int old_clip_load;
+.int clip_size;
.int minelayer_mines;
.float vortex_charge;
// when doing this, hagar can go through clones
// #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
-.float spectatee_status;
-.float zoomstate;
-.float restriction;
+.int spectatee_status;
+.bool zoomstate;
+.int restriction;
.entity clientdata;
.entity personal;
.bool just_joined;
.float cvar_cl_weaponimpulsemode;
-.float selectweapon; // last selected weapon of the player
+.int selectweapon; // last selected weapon of the player
.float ballistics_density; // wall piercing factor, larger = bullet can pass through more
-const float ACTIVE_NOT = 0;
-const float ACTIVE_ACTIVE = 1;
-const float ACTIVE_IDLE = 2;
-const float ACTIVE_BUSY = 2;
-const float ACTIVE_TOGGLE = 3;
-.float active;
+const int ACTIVE_NOT = 0;
+const int ACTIVE_ACTIVE = 1;
+const int ACTIVE_IDLE = 2;
+const int ACTIVE_BUSY = 2;
+const int ACTIVE_TOGGLE = 3;
+.int active;
.void (entity this, int act_state) setactive;
.entity realowner;
//float serverflags;
-.float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
+.int team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
-.float player_blocked;
+.bool player_blocked;
.float revival_time; // time at which player was last revived
.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
string modname;
-.float missile_flags;
+.int missile_flags;
const int MIF_SPLASH = BIT(1);
const int MIF_ARC = BIT(2);
const int MIF_PROXY = BIT(3);