]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/weapons/projectile.qc
Kill the use of self in movetype code, to make it usable from the player physics...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / weapons / projectile.qc
index e0244d4bf982d4b927b5a4386a8d6d65f0081745..1591bad96b5ccba33b54f72a29acbb93cf1bad3f 100644 (file)
@@ -65,14 +65,14 @@ void Projectile_Draw(entity this)
        {
                // self.move_flags &= ~FL_ONGROUND;
                if (self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY)
-                       Movetype_Physics_NoMatchServer();
+                       Movetype_Physics_NoMatchServer(self);
                // the trivial movetypes do not have to match the
                // server's ticrate as they are ticrate independent
                // NOTE: this assumption is only true if MOVETYPE_FLY
                // projectiles detonate on impact. If they continue
                // moving, we might still be ticrate dependent.
                else
-                       Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+                       Movetype_Physics_MatchServer(self, autocvar_cl_projectiles_sloppy);
                if (!(self.move_flags & FL_ONGROUND))
                        if (self.velocity != '0 0 0')
                                self.move_angles = self.angles = vectoangles(self.velocity);