-float Casing_SendEntity(entity to, float sf)
+#include "_all.qh"
+
+#include "../common/util.qh"
+
+float Casing_SendEntity(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_CASING);
WriteByte(MSG_ENTITY, self.state); // actually type
WriteByte(MSG_ENTITY, self.angles.x * 256 / 360);
WriteByte(MSG_ENTITY, self.angles.y * 256 / 360);
WriteByte(MSG_ENTITY, self.angles.z * 256 / 360);
- return TRUE;
+ return true;
}
-void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, float casingtype, entity casingowner)
+void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, int casingtype, entity casingowner)
{
entity e;
vector org;
e.angles = ang;
e.oldorigin_x = compressShortVector(e.velocity);
- Net_LinkEntity(e, TRUE, 0.2, Casing_SendEntity);
+ Net_LinkEntity(e, true, 0.2, Casing_SendEntity);
// 0.2s should be enough time for all clients to receive this ent once, do the gibbage and be done with it
}