string GetAmmoPicture(.float ammotype);
#ifdef CSQC
-.float GetAmmoFieldFromNum(float i);
-float GetAmmoStat(.float ammotype);
+.float GetAmmoFieldFromNum(int i);
+int GetAmmoStat(.float ammotype);
#endif
// ammo types
// entity properties of weaponinfo:
// fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A"
-.float weapon; // M: WEP_id // WEP_...
+.int weapon; // M: WEP_id // WEP_...
.WepSet weapons; // A: WEPSET_id // WEPSET_...
.float(float) weapon_func; // M: function // w_...
..float ammo_field; // M: ammotype // main ammo field
.int impulse; // M: impulse // weapon impulse
-.float spawnflags; // M: flags // WEPSPAWNFLAG_... combined
+.int spawnflags; // M: flags // WEPSPAWNFLAG_... combined
.float bot_pickupbasevalue; // M: rating // bot weapon priority
.vector wpcolor; // M: color // waypointsprite color
.string wpmodel; // A: wpn-id // wpn- sprite name
// note: the fabs call is just there to hide "if result is constant" warning
#define REGISTER_WEAPON_2(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
- float id; \
+ int id; \
WepSet bit; \
float function(float); \
void RegisterWeapons_##id() \