void player_anim (void);
-void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
+void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
// g_<gametype>_str:
// If 0, default is used.
void ClientKill_Now_TeamChange();
-void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
+void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
.float muted; // to be used by prvm_edictset server playernumber muted 1
float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol);
float LoadPlayerSounds(string f, float first);
-.float modelindex_for_playersound;
-.float skin_for_playersound;
+.int modelindex_for_playersound;
+.int skin_for_playersound;
void UpdatePlayerSounds();
void FakeGlobalSound(string sample, float chan, float voicetype);
void VoiceMessage(string type, string msg);
void MoveToTeam(entity client, float team_colour, float type);
-#endif
\ No newline at end of file
+#endif