#include "cl_player.qh"
#include "command/common.qh"
#include "round_handler.qh"
+#include "../common/state.qh"
+#include "../common/physics/player.qh"
#include "../common/vehicles/all.qh"
#include "../common/constants.qh"
#include "../common/util.qh"
self.aiment.nextthink = time + autocvar_g_balance_grapplehook_nade_time; // set time after letting go?
aim_ent.pusher = self.realowner;
aim_ent.pushltime = time + autocvar_g_maxpushtime;
- aim_ent.istypefrag = aim_ent.BUTTON_CHAT;
+ aim_ent.istypefrag = PHYS_INPUT_BUTTON_CHAT(aim_ent);
}
}
//self.realowner.disableclientprediction = true;
}
-void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if(self.health <= 0)
+void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(this.health <= 0)
return;
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_balance_projectiledamage says to halt
- self.health = self.health - damage;
+ this.health = this.health - damage;
- if (self.health <= 0)
+ if (this.health <= 0)
{
- if(attacker != self.realowner)
+ if(attacker != this.realowner)
{
- self.realowner.pusher = attacker;
- self.realowner.pushltime = time + autocvar_g_maxpushtime;
- self.realowner.istypefrag = self.realowner.BUTTON_CHAT;
+ this.realowner.pusher = attacker;
+ this.realowner.pushltime = time + autocvar_g_maxpushtime;
+ this.realowner.istypefrag = PHYS_INPUT_BUTTON_CHAT(this.realowner);
}
- RemoveGrapplingHook(self.realowner);
+ RemoveGrapplingHook(this.realowner);
}
}