#include "mapinfo.qh"
#endif
-#ifndef MENUQC
+#ifdef GAMEQC
/*
* Get "real" origin, in worldspace, even if ent is attached to something else.
*/
return r;
}
-#ifndef MENUQC
-#ifndef CSQC
+#ifdef SVQC
entity _wordwrap_buffer_sprint_ent;
void wordwrap_buffer_sprint(string s)
{
return;
}
#endif
-#endif
#ifndef SVQC
string draw_UseSkinFor(string pic)
}
}
-#ifndef MENUQC
+#ifdef GAMEQC
float CheckWireframeBox(entity forent, vector v0, vector dvx, vector dvy, vector dvz)
{
traceline(v0, v0 + dvx, true, forent); if(trace_fraction < 1) return 0;
n = tokenize_console(neworder);
for(w = to; w >= from; --w)
{
+ float wflags = Weapons_from(w).spawnflags;
+ if(wflags & WEP_FLAG_HIDDEN && wflags & WEP_FLAG_MUTATORBLOCKED && !(wflags & WEP_FLAG_NORMAL))
+ continue;
for(i = 0; i < n; ++i)
if(stof(argv(i)) == w)
break;
return order;
}
-#ifndef MENUQC
+#ifdef GAMEQC
void get_mi_min_max(float mode)
{
vector mi, ma;
return 0;
}
- FOREACH_ENTITY_CLASS("saved_cvar_value", it.netname == tmp_cvar,
+ IL_EACH(g_saved_cvars, it.netname == tmp_cvar,
{
created_saved_value = -1; // skip creation
break; // no need to continue
{
// creating a new entity to keep track of this cvar
entity e = new_pure(saved_cvar_value);
+ IL_PUSH(g_saved_cvars, e);
e.netname = strzone(tmp_cvar);
e.message = strzone(cvar_string(tmp_cvar));
created_saved_value = 1;
return v;
}
-#ifndef MENUQC
+#ifdef GAMEQC
vector healtharmor_maxdamage(float h, float a, float armorblock, int deathtype)
{
// NOTE: we'll always choose the SMALLER value...
}
get_model_parameters_fixbone = 0;
-#ifndef MENUQC
+#ifdef GAMEQC
MUTATOR_CALLHOOK(ClearModelParams);
#endif
get_model_parameters_bone_upperbody = s;
if(c == "bone_weapon")
get_model_parameters_bone_weapon = s;
- #ifndef MENUQC
+ #ifdef GAMEQC
MUTATOR_CALLHOOK(GetModelParams, c, s);
#endif
for(int i = 0; i < MAX_AIM_BONES; ++i)
cvar_settemp_restore(); // this must be done LAST, but in any case
}
-#ifndef MENUQC
+#ifdef GAMEQC
.float skeleton_bones_index;
void Skeleton_SetBones(entity e)
{
queue_start.FindConnectedComponent_processing = 0;
}
-#ifndef MENUQC
+#ifdef GAMEQC
vector animfixfps(entity e, vector a, vector b)
{
// multi-frame anim: keep as-is
}
#endif
-#ifndef MENUQC
+#ifdef GAMEQC
Notification Announcer_PickNumber(int type, int num)
{
return = NULL;
}
#endif
-#ifndef MENUQC
+#ifdef GAMEQC
int Mod_Q1BSP_SuperContentsFromNativeContents(int nativecontents)
{
switch(nativecontents)