]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/common.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / common.qc
index c4a0daba4aad6f8fc2f24ee24d18cde0a7a648d3..6d163755067def2224a973db9bc311f1dcb60770 100644 (file)
@@ -2,26 +2,22 @@
 
 #include <common/t_items.qh>
 #include <common/constants.qh>
+#include <common/net_linked.qh>
 #include <common/deathtypes/all.qh>
-#include <common/notifications.qh>
+#include <common/notifications/all.qh>
 #include <common/util.qh>
-#include <common/weapons/all.qh>
-#include <common/items/all.qc>
+#include <common/weapons/_all.qh>
+#include <common/items/_mod.qh>
 
-void W_GiveWeapon (entity e, float wep)
-{SELFPARAM();
-
-       if (!wep)
-               return;
+void W_GiveWeapon(entity e, int wep)
+{
+       if (!wep) return;
 
        e.weapons |= WepSet_FromWeapon(Weapons_from(wep));
 
-       setself(e);
-
-       if(IS_PLAYER(other))
-               { Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_WEAPON_GOT, wep); }
-
-       setself(this);
+       if (IS_PLAYER(e)) {
+           Send_Notification(NOTIF_ONE, e, MSG_MULTI, ITEM_WEAPON_GOT, wep);
+    }
 }
 
 void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
@@ -78,21 +74,21 @@ float W_CheckProjectileDamage(entity inflictor, entity projowner, int deathtype,
        return true; // if none of these return, then allow damage anyway.
 }
 
-void W_PrepareExplosionByDamage(entity attacker, void() explode)
-{SELFPARAM();
-       self.takedamage = DAMAGE_NO;
-       self.event_damage = func_null;
+void W_PrepareExplosionByDamage(entity this, entity attacker, void(entity this) explode)
+{
+       this.takedamage = DAMAGE_NO;
+       this.event_damage = func_null;
 
        if(IS_CLIENT(attacker) && !autocvar_g_projectiles_keep_owner)
        {
-               self.owner = attacker;
-               self.realowner = attacker;
+               this.owner = attacker;
+               this.realowner = attacker;
        }
 
-       MUTATOR_CALLHOOK(PrepareExplosionByDamage, self, attacker);
+       MUTATOR_CALLHOOK(PrepareExplosionByDamage, this, attacker);
 
        // do not explode NOW but in the NEXT FRAME!
        // because recursive calls to RadiusDamage are not allowed
-       self.nextthink = time;
-       self.think = explode;
+       this.nextthink = time;
+       setthink(this, explode);
 }