#include "common.qh"
-#include "../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"
+#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);
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;