#include "common.qh"
-#include "../_all.qh"
-#include "../t_items.qh"
-#include "../../common/constants.qh"
-#include "../../common/deathtypes.qh"
-#include "../../common/notifications.qh"
-#include "../../common/util.qh"
-#include "../../common/weapons/all.qh"
+#include <common/t_items.qh>
+#include <common/constants.qh>
+#include <common/deathtypes/all.qh>
+#include <common/notifications.qh>
+#include <common/util.qh>
+#include <common/weapons/all.qh>
+#include <common/items/all.qc>
void W_GiveWeapon (entity e, float wep)
{SELFPARAM();
if (!wep)
return;
- e.weapons |= WepSet_FromWeapon(wep);
+ e.weapons |= WepSet_FromWeapon(Weapons_from(wep));
setself(e);
float W_CheckProjectileDamage(entity inflictor, entity projowner, int deathtype, float exception)
{
- float is_from_contents = (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA);
+ float is_from_contents = (deathtype == DEATH_SLIME.m_id || deathtype == DEATH_LAVA.m_id);
float is_from_owner = (inflictor == projowner);
float is_from_exception = (exception != -1);
self.realowner = attacker;
}
+ MUTATOR_CALLHOOK(PrepareExplosionByDamage, self, attacker);
+
// do not explode NOW but in the NEXT FRAME!
// because recursive calls to RadiusDamage are not allowed
self.nextthink = time;