.float dmg_force;
.float dmg_radius;
-float Damage_DamageInfo_SendEntity(entity to, float sf);
+float Damage_DamageInfo_SendEntity(entity to, int sf);
-void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner);
+void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner);
float checkrules_firstblood;
// NOTE: f=0 means still count as a (positive) kill, but count no frags for it
void W_SwitchWeapon_Force(entity e, float w);
entity GiveFrags_randomweapons;
-void GiveFrags (entity attacker, entity targ, float f, float deathtype);
+void GiveFrags (entity attacker, entity targ, float f, int deathtype);
string AppendItemcodes(string s, entity player);
-void LogDeath(string mode, float deathtype, entity killer, entity killed);
+void LogDeath(string mode, int deathtype, entity killer, entity killed);
void Obituary_SpecialDeath(
entity notif_target,
float murder,
- float deathtype,
+ int deathtype,
string s1, string s2, string s3,
float f1, float f2, float f3);
float Obituary_WeaponDeath(
entity notif_target,
float murder,
- float deathtype,
+ int deathtype,
string s1, string s2, string s3,
float f1, float f2);
-void Obituary(entity attacker, entity inflictor, entity targ, float deathtype);
+void Obituary(entity attacker, entity inflictor, entity targ, int deathtype);
void Ice_Think();
entity damage_inflictor;
entity damage_attacker;
-void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
+void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
float RadiusDamage_running;
-float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, float deathtype, entity directhitentity);
+float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, int deathtype, entity directhitentity);
// Returns total damage applies to creatures
-float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, float deathtype, entity directhitentity);
+float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity);
.float fire_damagepersec;
.float fire_endtime;