#endif
void register_weapon(
- float id,
+ int id,
WepSet bit,
float(float) func,
.float ammotype,
weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
}
-entity get_weaponinfo(float id)
+entity get_weaponinfo(int id)
{
entity w;
if(id < WEP_FIRST || id > WEP_LAST)
float W_FixWeaponOrder_BuildImpulseList_buf[WEP_MAXCOUNT];
string W_FixWeaponOrder_BuildImpulseList_order;
-void W_FixWeaponOrder_BuildImpulseList_swap(float i, float j, entity pass)
+void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
{
float h;
h = W_FixWeaponOrder_BuildImpulseList_buf[i];
W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
}
-float W_FixWeaponOrder_BuildImpulseList_cmp(float i, float j, entity pass)
+float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
{
entity e1, e2;
float d;
}
string W_FixWeaponOrder_BuildImpulseList(string o)
{
- float i;
+ int i;
W_FixWeaponOrder_BuildImpulseList_order = o;
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;