X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=5b67aeb39408d0fbcf1e8a49450761d05ff24c8a;hb=3cc1e9c4a52d70b4d7097a0a584cbb391570c6e2;hp=ce9d17403550d89dff8c2195373462094570d897;hpb=931d24d4337e58557fa82a68aa8a740e523c2f22;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index ce9d17403..5b67aeb39 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -116,7 +116,7 @@ const float MAX_DAMAGEEXTRARADIUS = 16; // WEAPONTODO .float autoswitch; -bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain); +bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain); void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire); void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire); // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) @@ -261,7 +261,7 @@ bool independent_players; string clientstuff; .float phase; -.int pressedkeys = _STAT(PRESSED_KEYS); +.int pressedkeys; .string fog;