#include "g_damage.qh"
#include "race.qh"
-#include "t_teleporters.qh"
+#include "../common/triggers/teleporters.qh"
#include "mutators/mutators_include.qh"
#include "../common/constants.qh"
#include "../common/deathtypes.qh"
+#include "../common/effects.qh"
#include "../common/util.qh"
-#include "../common/monsters/monsters.qh"
+#include "../common/monsters/all.qh"
-#include "../common/weapons/weapons.qh"
+#include "../common/weapons/all.qh"
+
+#include "../common/triggers/subs.qh"
+
+#include "../common/triggers/func/breakable.qh"
#include "../csqcmodellib/sv_model.qh"
self.angles = self.personal.v_angle;
self.fixangle = true;
- MUTATOR_CALLHOOK(AbortSpeedrun);
+ MUTATOR_CALLHOOK(AbortSpeedrun, self);
}
self.ammo_rockets = self.personal.ammo_rockets;
else
e = self;
- pointparticles(particleeffectnum("rocket_explode"), e.origin, '0 0 0', 1);
- sound(e, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
+ Send_Effect("rocket_explode", e.origin, '0 0 0', 1);
+ sound(e, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
e2 = spawn();
setorigin(e2, e.origin);
// origin (0..1, on crosshair line)
// velocity
// howmany
- effectnum = particleeffectnum(argv(1));
f = stof(argv(2));
crosshair_trace(self);
start = (1-f) * self.origin + f * trace_endpos;
end = stov(argv(3));
f = stof(argv(4));
- pointparticles(effectnum, start, end, f);
+ Send_Effect(argv(1), start, end, f);
DID_CHEAT();
break;
}