// Fields
-.void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
+.void(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage;
//.string wad;
//.string map;
//.float cnt2;
.float play_time;
-.float respawn_flags;
+.int respawn_flags;
.float respawn_time;
.float respawn_time_max;
.float death_time;
.vector weaponentity_glowmod;
//.int 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 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];
.entity killindicator;
.float killindicator_teamchange;
-void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
+void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
float lockteams;
.float Version;
.int SendFlags;
-.float(entity to, float sendflags) SendEntity;
+.bool(entity to, int sendflags) SendEntity;
// player sounds, voice messages
// TODO implemented fall and falling
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;
-float radar_showennemies;
+bool radar_showennemies;
#ifdef PROFILING
float client_cefc_accumulator;
.string playernick;
.float elos;
.float ranks;
-#endif
\ No newline at end of file
+
+.float init_for_player_needed;
+.void(entity) init_for_player;
+
+#endif