#include "common.qh"
-#include "../_all.qh"
-#include "../t_items.qh"
-#include "../../common/constants.qh"
-#include "../../common/deathtypes.qh"
-#include "../../common/notifications.qh"
-#include "../../common/util.qh"
-#include "../../common/weapons/all.qh"
+#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)
-{
- entity oldself;
+{SELFPARAM();
if (!wep)
return;
- e.weapons |= WepSet_FromWeapon(wep);
+ e.weapons |= WepSet_FromWeapon(Weapons_from(wep));
- oldself = self;
- self = e;
+ setself(e);
if(IS_PLAYER(other))
{ Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_WEAPON_GOT, wep); }
- self = oldself;
+ setself(this);
}
void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
{
- if((player.items & IT_STRENGTH)
+ if((player.items & ITEM_Strength.m_itemid)
&& ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
|| (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
{
- sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTEN_NORM);
+ sound(player, CH_TRIGGER, SND_STRENGTH_FIRE, VOL_BASE, ATTEN_NORM);
player.prevstrengthsound = time;
}
player.prevstrengthsoundattempt = time;
float W_CheckProjectileDamage(entity inflictor, entity projowner, int deathtype, float exception)
{
- float is_from_contents = (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA);
+ float is_from_contents = (deathtype == DEATH_SLIME.m_id || deathtype == DEATH_LAVA.m_id);
float is_from_owner = (inflictor == projowner);
float is_from_exception = (exception != -1);
}
void W_PrepareExplosionByDamage(entity attacker, void() explode)
-{
+{SELFPARAM();
self.takedamage = DAMAGE_NO;
self.event_damage = func_null;
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;