#include "g_hook.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+#include <common/effects/all.qh>
#include "weapons/common.qh"
#include "weapons/csqcprojectile.qh"
#include "weapons/weaponsystem.qh"
}
if(sf & 2)
{
- WriteCoord(MSG_ENTITY, this.hook_start.x);
- WriteCoord(MSG_ENTITY, this.hook_start.y);
- WriteCoord(MSG_ENTITY, this.hook_start.z);
+ WriteVector(MSG_ENTITY, this.hook_start);
}
if(sf & 4)
{
- WriteCoord(MSG_ENTITY, this.hook_end.x);
- WriteCoord(MSG_ENTITY, this.hook_end.y);
- WriteCoord(MSG_ENTITY, this.hook_end.z);
+ WriteVector(MSG_ENTITY, this.hook_end);
}
return true;
}
//this.realowner.disableclientprediction = true;
}
-void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
if(this.health <= 0)
return;