WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
}
-float ClientData_Send(entity to, int sf)
-{SELFPARAM();
+bool ClientData_Send(entity this, entity to, int sf)
+{
if(to != self.owner)
{
error("wtf");
}
self.frags = FRAGS_SPECTATOR;
+ self.bot_attack = false;
MUTATOR_CALLHOOK(MakePlayerObserver);
.float ebouncefactor, ebouncestop; // electro's values
// TODO do we need all these fields, or should we stop autodetecting runtime
// changes and just have a console command to update this?
-float ClientInit_SendEntity(entity to, int sf)
-{SELFPARAM();
+bool ClientInit_SendEntity(entity this, entity to, int sf)
+{
WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
else
stuffcmd(self, "set _teams_available 0\n");
- attach_entcs();
+ attach_entcs(self);
bot_relinkplayerlist();
bot_clientdisconnect();
- if(self.entcs)
- detach_entcs();
+ detach_entcs(self);
if(autocvar_sv_eventlog)
GameLogEcho(strcat(":part:", ftos(self.playerid)));
FixPlayermodel();
- GrapplingHookFrame();
-
// LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
//if(frametime)
{