#include "g_damage.qh"
-#include "bot/bot.qh"
+#include "bot/api.qh"
#include "g_hook.qh"
#include "mutators/all.qh"
#include "scores.qh"
#include "../lib/csqcmodel/sv_model.qh"
#include "../lib/warpzone/common.qh"
-void UpdateFrags(entity player, float f)
+void UpdateFrags(entity player, int f)
{
PlayerTeamScore_AddScore(player, f);
}
{
if(!STAT(FROZEN, this.owner) || this.owner.iceblock != this)
{
- remove(this);
+ delete(this);
return;
}
setorigin(this, this.owner.origin - '0 0 16');
// remove the ice block
if(targ.iceblock)
- remove(targ.iceblock);
+ delete(targ.iceblock);
targ.iceblock = NULL;
}
if (!IS_PLAYER(targ) || time >= targ.spawnshieldtime || targ == attacker)
{
vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
- if(targ.movetype == MOVETYPE_PHYSICS)
+ if(targ.move_movetype == MOVETYPE_PHYSICS)
{
entity farcent = new(farce);
farcent.enemy = targ;
else
{
targ.velocity = targ.velocity + farce;
- targ.move_velocity = targ.velocity;
}
UNSET_ONGROUND(targ);
- targ.move_flags &= ~FL_ONGROUND;
UpdateCSQCProjectile(targ);
}
// apply damage
// for players, this is done in the regular loop
if(wasfreed(this.owner))
{
- remove(this);
+ delete(this);
return;
}
Fire_ApplyEffect(this.owner);
if(!Fire_IsBurning(this.owner))
{
this.owner.fire_burner = NULL;
- remove(this);
+ delete(this);
return;
}
Fire_ApplyDamage(this.owner);