}
string formatmessage(string msg)
-{
+{SELFPARAM();
float p, p1, p2;
float n;
vector cursor;
>0: receives a cvar from name=argv(f) value=argv(f+1)
*/
void GetCvars_handleString(string thisname, float f, .string field, string name)
-{
+{SELFPARAM();
if (f < 0)
{
if (self.(field))
stuffcmd(self, strcat("cl_cmd sendcvar ", name, "\n"));
}
void GetCvars_handleString_Fixup(string thisname, float f, .string field, string name, string(string) func)
-{
+{SELFPARAM();
GetCvars_handleString(thisname, f, field, name);
if (f >= 0) // also initialize to the fitting value for "" when sending cvars out
if (thisname == name)
}
}
void GetCvars_handleFloat(string thisname, float f, .float field, string name)
-{
+{SELFPARAM();
if (f < 0)
{
}
stuffcmd(self, strcat("cl_cmd sendcvar ", name, "\n"));
}
void GetCvars_handleFloatOnce(string thisname, float f, .float field, string name)
-{
+{SELFPARAM();
if (f < 0)
{
}
}
}
string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(string wo)
-{
+{SELFPARAM();
string o;
o = W_FixWeaponOrder_ForceComplete(wo);
if(self.weaponorder_byimpulse)
return o;
}
void GetCvars(float f)
-{
+{SELFPARAM();
string s = string_null;
if (f > 0)
}
void precache()
-{
+{SELFPARAM();
// gamemode related things
precache_model ("models/misc/chatbubble.spr");
precache_model("models/ice/ice.md3");
}
void objerror(string s)
-{
+{SELFPARAM();
make_safe_for_remove(self);
builtin_objerror(s);
}
}
}
void InitializeEntitiesRun()
-{
+{SELFPARAM();
entity startoflist;
startoflist = initialize_entity_first;
initialize_entity_first = world;
}
void UncustomizeEntitiesRun()
-{
+{SELFPARAM();
entity oldself;
oldself = self;
for (self = world; (self = findfloat(self, uncustomizeentityforclient_set, 1)); )
}
void Net_LinkEntity(entity e, bool docull, float dt, bool(entity, int) sendfunc)
-{
+{SELFPARAM();
vector mi, ma;
if (e.classname == "")
void adaptor_think2touch()
-{
+{SELFPARAM();
entity o;
o = other;
other = world;
}
void adaptor_think2use()
-{
+{SELFPARAM();
entity o, a;
o = other;
a = activator;
}
void adaptor_think2use_hittype_splash() // for timed projectile detonation
-{
+{SELFPARAM();
if(!(self.flags & FL_ONGROUND)) // if onground, we ARE touching something, but HITTYPE_SPLASH is to be networked if the damage causing projectile is not touching ANYTHING
self.projectiledeathtype |= HITTYPE_SPLASH;
adaptor_think2use();
// deferred dropping
void DropToFloor_Handler()
-{
+{SELFPARAM();
builtin_droptofloor();
self.dropped_origin = self.origin;
}
void droptofloor()
-{
+{SELFPARAM();
InitializeEntity(self, DropToFloor_Handler, INITPRIO_DROPTOFLOOR);
}
}
float SUB_NoImpactCheck()
-{
+{SELFPARAM();
// zero hitcontents = this is not the real impact, but either the
// mirror-impact of something hitting the projectile instead of the
// projectile hitting the something, or a touchareagrid one. Neither of
void W_Crylink_Dequeue(entity e);
float WarpZone_Projectile_Touch_ImpactFilter_Callback()
-{
+{SELFPARAM();
if(SUB_OwnerCheck())
return true;
if(SUB_NoImpactCheck())
}
vector shotorg_adjust(vector vecs, float y_is_right, float visual)
-{
+{SELFPARAM();
return shotorg_adjust_values(vecs, y_is_right, visual, self.owner.cvar_cl_gunalign);
}
.float scale2;
float modeleffect_SendEntity(entity to, int sf)
-{
+{SELFPARAM();
float f;
WriteByte(MSG_ENTITY, ENT_CLIENT_MODELEFFECT);