#include "g_damage.qh"
#include "race.qh"
-#include "../common/triggers/teleporters.qh"
+#include "../common/mapobjects/teleporters.qh"
#include "mutators/_mod.qh"
#include <common/weapons/_all.qh>
-#include "../common/triggers/subs.qh"
+#include "../common/mapobjects/subs.qh"
+#include <common/mapobjects/triggers.qh>
-#include "../common/triggers/func/breakable.qh"
+#include "../common/mapobjects/func/breakable.qh"
#include "../lib/csqcmodel/sv_model.qh"
this.personal.ammo_fuel = this.ammo_fuel;
this.personal.health = max(1, this.health);
this.personal.armorvalue = this.armorvalue;
- this.personal.weapons = this.weapons;
+ STAT(WEAPONS, this.personal) = STAT(WEAPONS, this);
this.personal.items = this.items;
this.personal.pauserotarmor_finished = this.pauserotarmor_finished;
this.personal.pauserothealth_finished = this.pauserothealth_finished;
this.ammo_fuel = this.personal.ammo_fuel;
this.health = this.personal.health;
this.armorvalue = this.personal.armorvalue;
- this.weapons = this.personal.weapons;
+ STAT(WEAPONS, this) = STAT(WEAPONS, this.personal);
this.items = this.personal.items;
this.pauserotarmor_finished = time + this.personal.pauserotarmor_finished - this.personal.teleport_time;
this.pauserothealth_finished = time + this.personal.pauserothealth_finished - this.personal.teleport_time;
e2 = spawn();
setorigin(e2, e.origin);
- RadiusDamage(e2, this, 1000, 0, 128, NULL, NULL, 500, DEATH_CHEAT.m_id, e);
+ RadiusDamage(e2, this, 1000, 0, 128, NULL, NULL, 500, DEATH_CHEAT.m_id, DMG_NOWEP, e);
delete(e2);
- LOG_INFO("404 Sportsmanship not found.\n");
+ LOG_INFO("404 Sportsmanship not found.");
DID_CHEAT();
break;
}
// arguments:
// effectname
effectnum = _particleeffectnum(argv(1));
- W_SetupShot(this, weaponentities[0], false, false, SND_Null, CH_WEAPON_A, 0);
+ W_SetupShot(this, weaponentities[0], false, false, SND_Null, CH_WEAPON_A, 0, 0);
traceline(w_shotorg, w_shotorg + w_shotdir * max_shot_distance, MOVE_NORMAL, this);
__trailparticles(this, effectnum, w_shotorg, trace_endpos);
DID_CHEAT();
// arguments:
// modelname mode
f = stof(argv(2));
- W_SetupShot(this, weaponentities[0], false, false, SND_Null, CH_WEAPON_A, 0);
+ W_SetupShot(this, weaponentities[0], false, false, SND_Null, CH_WEAPON_A, 0, 0);
traceline(w_shotorg, w_shotorg + w_shotdir * 2048, MOVE_NORMAL, this);
if((trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) || trace_fraction == 1)
{