entity trueaim;
entity trueaim_rifle;
-#define SHOTTYPE_HITTEAM 1
-#define SHOTTYPE_HITOBSTRUCTION 2
-#define SHOTTYPE_HITWORLD 3
-#define SHOTTYPE_HITENEMY 4
+const float SHOTTYPE_HITTEAM = 1;
+const float SHOTTYPE_HITOBSTRUCTION = 2;
+const float SHOTTYPE_HITWORLD = 3;
+const float SHOTTYPE_HITENEMY = 4;
void TrueAim_Init()
{
vector freeze_org, freeze_ang;
entity nightvision_noise, nightvision_noise2;
-#define MAX_TIME_DIFF 5
+const float MAX_TIME_DIFF = 5;
float pickup_crosshair_time, pickup_crosshair_size;
float hitindication_crosshair_size;
float use_vortex_chargepool;
}
}
-#define BUTTON_3 4
-#define BUTTON_4 8
+const float BUTTON_3 = 4;
+const float BUTTON_4 = 8;
float cl_notice_run();
float prev_myteam;
void CSQC_UpdateView(float w, float h)