+ this.nextthink = time;
+ setthink(this, explode);
+}
+
+void adaptor_think2use_hittype_splash(entity this) // for timed projectile detonation
+{
+ if(!(IS_ONGROUND(this))) // if onground, we ARE touching something, but HITTYPE_SPLASH is to be networked if the damage causing projectile is not touching ANYTHING
+ this.projectiledeathtype |= HITTYPE_SPLASH;
+ adaptor_think2use(this);
+}
+
+bool SUB_NoImpactCheck(entity this, entity toucher)
+{
+ // zero hitcontents = this is not the real impact, but either the
+ // mirror-impact of something hitting the projectile instead of the
+ // projectile hitting the something, or a touchareagrid one. Neither of
+ // these stop the projectile from moving, so...
+ if(trace_dphitcontents == 0)
+ {
+ LOG_TRACEF("A hit from a projectile happened with no hit contents! DEBUG THIS, this should never happen for projectiles! Projectile will self-destruct. (edict: %i, classname: %s, origin: %v)", this, this.classname, this.origin);
+ checkclient(this); // TODO: .health is checked in the engine with this, possibly replace with a QC function?
+ }
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ return true;
+ if (toucher == NULL && this.size != '0 0 0')
+ {
+ vector tic;
+ tic = this.velocity * sys_frametime;
+ tic = tic + normalize(tic) * vlen(this.maxs - this.mins);
+ traceline(this.origin - tic, this.origin + tic, MOVE_NORMAL, this);
+ if (trace_fraction >= 1)
+ {
+ LOG_TRACE("Odd... did not hit...?");
+ }
+ else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ {
+ LOG_TRACE("Detected and prevented the sky-grapple bug.");
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool WarpZone_Projectile_Touch_ImpactFilter_Callback(entity this, entity toucher)
+{
+ // owner check
+ if(toucher && toucher == this.owner)
+ return true;
+ if(SUB_NoImpactCheck(this, toucher))
+ {
+ if(this.classname == "nade")
+ return false; // no checks here
+ else if(this.classname == "grapplinghook")
+ RemoveHook(this);
+ else
+ delete(this);
+ return true;
+ }
+ if(trace_ent && trace_ent.solid > SOLID_TRIGGER)
+ UpdateCSQCProjectile(this);
+ return false;