// Fields
-.void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
+.void(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage;
//.string wad;
//.string map;
.entity flagcarried;
-.float playerid;
+.int playerid;
float playerid_last;
.float noalign; // if set to 1, the item or spawnpoint won't be dropped to the floor
.float version_nagtime;
const int NUM_JUMPPADSUSED = 3;
-.float jumppadcount;
+.int jumppadcount;
.entity jumppadsused[NUM_JUMPPADSUSED];
string gamemode_name;
.entity killindicator;
.float killindicator_teamchange;
-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 lockteams;
.float Version;
.int SendFlags;
-.float(entity to, float sendflags) SendEntity;
+.bool(entity to, int sendflags) SendEntity;
// player sounds, voice messages
// TODO implemented fall and falling
.float stat_leadlimit;
-float radar_showennemies;
+bool radar_showennemies;
#ifdef PROFILING
float client_cefc_accumulator;
#endif
.float weapon_load[WEP_MAXCOUNT];
-.float ammo_none; // used by the reloading system, must always be 0
+.int ammo_none; // used by the reloading system, must always be 0
.float clip_load;
.float old_clip_load;
.float clip_size;
.float vortex_chargepool_ammo;
.float hagar_load;
-.float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
+.int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
#define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
// when doing this, hagar can go through clones
.string playernick;
.float elos;
.float ranks;
+
+.float init_for_player_needed;
+.void(entity) init_for_player;
+
#endif