// QW CenterPrinting hack // these functions are only used if in normal quake #include "defs.qh" #ifndef QUAKE_WORLD void(float level, string s) bprint = { nqw_bprint(s); }; void(entity client, float level, string s) sprint = { nqw_sprint(client, s); }; void(float level, string s1, string s2) bprint2 = { nqw_bprint(s1, s2); }; void(entity client, float level, string s1, string s2) sprint2 = { nqw_sprint(client, s1, s2); }; void(float level, string s1, string s2, string s3) bprint3 = { nqw_bprint(s1, s2, s3); }; void(entity client, float level, string s1, string s2, string s3) sprint3 = { nqw_sprint(client, s1, s2, s3); }; void(float level, string s1, string s2, string s3, string s4) bprint4 = { nqw_bprint(s1, s2, s3, s4); }; void(entity client, float level, string s1, string s2, string s3, string s4) sprint4 = { nqw_sprint(client, s1, s2, s3, s4); }; void(float level, string s1, string s2, string s3, string s4, string s5) bprint5 = { nqw_bprint(s1, s2, s3, s4, s5); }; void(entity client, float level, string s1, string s2, string s3, string s4, string s5) sprint5 = { nqw_sprint(client, s1, s2, s3, s4, s5); }; void(float level, string s1, string s2, string s3, string s4, string s5, string s6) bprint6 = { nqw_bprint(s1, s2, s3, s4, s5, s6); }; void(entity client, float level, string s1, string s2, string s3, string s4, string s5, string s6) sprint6 = { nqw_sprint(client, s1, s2, s3, s4, s5, s6); }; void(float level, string s1, string s2, string s3, string s4, string s5, string s6, string s7) bprint7 = { nqw_bprint(s1, s2, s3, s4, s5, s6, s7); }; // these functions won't compile /* void(entity client, float level, string s1, string s2, string s3, string s4, string s5, string s6, string s7) sprint7 = { nqw_sprint(client, s1, s2, s3, s4, s5, s6, s7); }; void(float level, string s1, string s2, string s3, string s4, string s5, string s6, string s7, string s8) bprint8 = { nqw_bprint(s1, s2, s3, s4, s5, s6, s7, s8); }; */ #endif // replaces punchangle in QW void(float psize, entity p) KickPlayer = { #ifndef QUAKE_WORLD self.punchangle_x = psize; #else msg_entity = p; if (psize > -3) WriteByte (MSG_ONE, SVC_SMALLKICK); else // (size < -3) WriteByte (MSG_ONE, SVC_BIGKICK); #endif }; void() muzzleflash = { #ifdef QUAKE_WORLD WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH); WriteEntity (MSG_MULTICAST, self); multicast (self.origin, MULTICAST_PVS); #else self.effects = self.effects | EF_MUZZLEFLASH; #endif };