X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=43e1eb59993aa93bc28f4a5275d8a527c9bbc400;hb=50d8efb863874f811bdcc118d7e873836902e453;hp=fedd5eb1ab346354f6121da51fa247627a5de039;hpb=8f08a117d2eada0c38cb1d07a0798daf192dd666;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index fedd5eb1a..43e1eb599 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) @@ -208,7 +208,7 @@ float bot_waypoints_for_items; #else #define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot]) #endif -#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, PS(ent).m_weapon.m_id, slot) +#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, ent.(weaponentity).m_weapon.m_id, slot) // assault game mode: Which team is attacking in this round? float assault_attacker_team;