}
.vector hook_start, hook_end;
-float GrapplingHookSend(entity to, float sf)
+float GrapplingHookSend(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_HOOK);
sf = sf & 0x7F;
//self.realowner.disableclientprediction = true;
}
-void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(self.health <= 0)
return;