-#define CBC_ORDER_EXCLUSIVE 3
-#define CBC_ORDER_FIRST 1
-#define CBC_ORDER_LAST 2
-#define CBC_ORDER_ANY 4
+const float CBC_ORDER_EXCLUSIVE = 3;
+const float CBC_ORDER_FIRST = 1;
+const float CBC_ORDER_LAST = 2;
+const float CBC_ORDER_ANY = 4;
float CallbackChain_ReturnValue; // read-only field of the current return value
// }
float CallbackChain_Call(entity cb);
-#define MUTATOR_REMOVING 0
-#define MUTATOR_ADDING 1
-#define MUTATOR_ROLLING_BACK 2
+const float MUTATOR_REMOVING = 0;
+const float MUTATOR_ADDING = 1;
+const float MUTATOR_ROLLING_BACK = 2;
typedef float(float) mutatorfunc_t;
float Mutator_Add(mutatorfunc_t func, string name);
void Mutator_Remove(mutatorfunc_t func, string name); // calls error() on fail
// called at when a item is touched. Called early, can edit item properties.
entity self; // item
entity other; // player
- #define MUT_ITEMTOUCH_CONTINUE 0 // return this flag to make the function continue as normal
- #define MUT_ITEMTOUCH_RETURN 1 // return this flag to make the function return (handled entirely by mutator)
- #define MUT_ITEMTOUCH_PICKUP 2 // return this flag to have the item "picked up" and taken even after mutator handled it
+ const float MUT_ITEMTOUCH_CONTINUE = 0; // return this flag to make the function continue as normal
+ const float MUT_ITEMTOUCH_RETURN = 1; // return this flag to make the function return (handled entirely by mutator)
+ const float MUT_ITEMTOUCH_PICKUP = 2; // return this flag to have the item "picked up" and taken even after mutator handled it
MUTATOR_HOOKABLE(ClientConnect);
// called at when a player connect
// called when a target is checked for accuracy
entity frag_attacker; // attacker
entity frag_target; // target
- #define MUT_ACCADD_VALID 0 // return this flag to make the function continue if target is a client
- #define MUT_ACCADD_INVALID 1 // return this flag to make the function always continue
- #define MUT_ACCADD_INDIFFERENT 2 // return this flag to make the function always return
+ const float MUT_ACCADD_VALID = 0; // return this flag to make the function continue if target is a client
+ const float MUT_ACCADD_INVALID = 1; // return this flag to make the function always continue
+ const float MUT_ACCADD_INDIFFERENT = 2; // return this flag to make the function always return