#define INDEPENDENT_ATTACK_FINISHED 1
+// TODO: deprecated: remove. Replaced by physics.qh PHYS_INPUT_BUTTON_*
+
#define BUTTON_ATCK button0
#define BUTTON_JUMP button2
#define BUTTON_ATCK2 button3
#define BUTTON_CROUCH button5
#define BUTTON_HOOK button6
#define BUTTON_INFO button7
-#define BUTTON_CHAT buttonchat
-#define BUTTON_USE buttonuse
#define BUTTON_DRAG button8
+#define BUTTON_USE buttonuse
+#define BUTTON_CHAT buttonchat
+#define BUTTON_PRYDON cursor_active
#define BUTTON_ZOOMSCRIPT button9
#define BUTTON_JETPACK button10
// Fields
-.void(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage;
+.void(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) event_damage;
//.string wad;
//.string map;
.float iscreature;
.float damagedbycontents;
.float damagedbytriggers;
-.float pushable;
.float teleportable;
.vector oldvelocity;
.float alivetime; // time of being alive
.float motd_actived_time; // used for both motd and campaign_message
-float nJoinAllowed(entity ignore);
+bool nJoinAllowed(entity this, entity ignore);
.float spawnshieldtime;
.float item_spawnshieldtime;
.string cvar_g_xonoticversion;
.string cvar_cl_weaponpriority;
.string cvar_cl_weaponpriorities[10];
-.float cvar_cl_gunalign;
.float cvar_cl_noantilag;
.string weaponorder_byimpulse;
#else
#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot])
#endif
-#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, (ent).weapon, slot)
+#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, PS(ent).m_weapon.m_id, slot)
// assault game mode: Which team is attacking in this round?
float assault_attacker_team;