if(DIFF_TEAM(self, attacker))
{
if(DEATH_ISSPECIAL(deathtype))
- awep = get_weaponinfo(attacker.weapon);
+ awep = PS(attacker).m_weapon;
else
awep = DEATH_WEAPONOF(deathtype);
valid_damage_for_weaponstats = 1;
{
dh = dh - max(self.health, 0);
da = da - max(self.armorvalue, 0);
- WeaponStats_LogDamage(awep.m_id, abot, self.weapon, vbot, dh + da);
+ WeaponStats_LogDamage(awep.m_id, abot, PS(self).m_weapon.m_id, vbot, dh + da);
MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc, deathtype);
}
}
if(valid_damage_for_weaponstats)
- WeaponStats_LogKill(awep.m_id, abot, self.weapon, vbot);
+ WeaponStats_LogKill(awep.m_id, abot, PS(self).m_weapon.m_id, vbot);
if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
if(sound_allowed(MSG_BROADCAST, attacker))
MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
excess = frag_damage;
- Weapon wep = get_weaponinfo(self.weapon);
+ Weapon wep = PS(self).m_weapon;
wep.wr_playerdeath(wep);
RemoveGrapplingHook(self);
// clear waypoints
WaypointSprite_PlayerDead();
// throw a weapon
- SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
+ SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, PS(self).m_switchweapon.m_id);
// become fully visible
self.alpha = default_player_alpha;
// reset fields the weapons may use just in case
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- Weapon w = get_weaponinfo(j);
+ Weapon w = Weapons_from(j);
w.wr_resetplayer(w);
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{