#ifdef SVQC
void spawnfunc_weapon_tuba(void) { weapon_defaultspawnfunc(WEP_TUBA); }
-float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
+bool W_Tuba_HasPlayed(entity pl, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo)
{
float i, j, mmin, mmax, nolength;
float n = tokenize_console(melody);
remove(self);
}
-float W_Tuba_GetNote(entity pl, float hittype)
+int W_Tuba_GetNote(entity pl, int hittype)
{
float movestate = 5;
if (pl.movement.x < 0) movestate -= 3;
if (pl.movement.y < 0) movestate -= 1;
else if (pl.movement.y > 0) movestate += 1;
- float note = 0;
+ int note = 0;
switch(movestate)
{
// layout: originally I wanted
return note;
}
-float W_Tuba_NoteSendEntity(entity to, float sf)
+bool W_Tuba_NoteSendEntity(entity to, int sf)
{
- float f;
+ int f;
msg_entity = to;
if(!sound_allowed(MSG_ONE, self.realowner))
}
}
-float W_Tuba(float req)
+bool W_Tuba(int req)
{
switch(req)
{
}
#endif
#ifdef CSQC
-float W_Tuba(float req)
+bool W_Tuba(int req)
{
// nothing to do here; particles of tuba are handled differently
// WEAPONTODO