#include "bot/navigation.qh"
#include "../common/vehicles/all.qh"
+#include "../common/triggers/teleporters.qh"
#include "weapons/hitplot.qh"
#include "weapons/weaponsystem.qh"
#include "../common/monsters/sv_monsters.qh"
-#include "../warpzonelib/server.qh"
+#include "../lib/warpzone/server.qh"
void send_CSQC_teamnagger() {
WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
}
-float ClientData_Send(entity to, int sf)
-{SELFPARAM();
+bool ClientData_Send(entity this, entity to, int sf)
+{
if(to != self.owner)
{
error("wtf");
.float ebouncefactor, ebouncestop; // electro's values
// TODO do we need all these fields, or should we stop autodetecting runtime
// changes and just have a console command to update this?
-float ClientInit_SendEntity(entity to, int sf)
-{SELFPARAM();
+bool ClientInit_SendEntity(entity this, entity to, int sf)
+{
WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
if(!self.killindicator_teamchange)
{
self.vehicle_health = -1;
- Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
+ Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
}
}
ClientKill_Now_TeamChange();
if(IS_PLAYER(self))
- Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
+ Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
// now I am sure the player IS dead
}
else
stuffcmd(self, "set _teams_available 0\n");
- attach_entcs();
+ attach_entcs(self);
bot_relinkplayerlist();
bot_clientdisconnect();
- if(self.entcs)
- detach_entcs();
+ detach_entcs(self);
if(autocvar_sv_eventlog)
GameLogEcho(strcat(":part:", ftos(self.playerid)));
{
if(self.vehicle)
vehicles_exit(VHEF_RELEASE);
- self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
+ self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
}
if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
if(self.vehicle)
vehicles_exit(VHEF_RELEASE);
- self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
+ self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
}
else if ( self.revive_progress <= 0 )
Unfreeze(self);
FixPlayermodel();
- GrapplingHookFrame();
-
// LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
//if(frametime)
{
*/
if(self.waypointsprite_attachedforcarrier)
- WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
+ WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
playerdemo_write();