+#include "_all.qh"
+
+#include "defs.qh"
+#include "mutators/mutators_include.qh"
+
/**
* The point of these entities is to avoid the problems
* with clientprediction.
entity o;
o = self.owner;
if(o.deadflag != DEAD_NO)
- return FALSE;
+ return false;
if (!IS_PLAYER(o))
- return FALSE;
+ return false;
if(other == o)
- return FALSE;
+ return false;
if((IS_PLAYER(other)) || other.caplayer)
if(!teamplay || o.team != other.team)
if (!radar_showennemies)
- return FALSE;
- return TRUE;
+ return false;
+ return true;
}
-float entcs_send(entity to, float sf)
+float entcs_send(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_ENTCS);
WriteByte(MSG_ENTITY, sf);
WriteByte(MSG_ENTITY, self.health / 10); // FIXME use a better scale?
if(sf & 16)
WriteByte(MSG_ENTITY, self.armorvalue / 10); // FIXME use a better scale?
- return TRUE;
+ return true;
}
void entcs_think()
ent.think = entcs_think;
ent.nextthink = time;
- Net_LinkEntity(ent, FALSE, 0, entcs_send);
+ Net_LinkEntity(ent, false, 0, entcs_send);
ent.customizeentityforclient = entcs_customize;
self.entcs = ent;