#include <common/t_items.qh>
#include <common/constants.qh>
+#include <common/net_linked.qh>
#include <common/deathtypes/all.qh>
#include <common/notifications/all.qh>
#include <common/util.qh>
-#include <common/weapons/all.qh>
-#include <common/items/all.qc>
+#include <common/weapons/_all.qh>
+#include <common/items/_mod.qh>
void W_GiveWeapon(entity e, int wep)
{
return true; // if none of these return, then allow damage anyway.
}
-void W_PrepareExplosionByDamage(entity this, entity attacker, void() explode)
+void W_PrepareExplosionByDamage(entity this, entity attacker, void(entity this) explode)
{
this.takedamage = DAMAGE_NO;
this.event_damage = func_null;
// do not explode NOW but in the NEXT FRAME!
// because recursive calls to RadiusDamage are not allowed
this.nextthink = time;
- this.think = explode;
+ setthink(this, explode);
}