}
}
-void physical_item_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if(!self.cnt) // not for dropped items
+void physical_item_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(!this.cnt) // not for dropped items
if(ITEM_DAMAGE_NEEDKILL(deathtype))
{
- setorigin(self, self.spawn_origin);
- self.angles = self.spawn_angles;
+ setorigin(this, this.spawn_origin);
+ this.angles = this.spawn_angles;
}
}
setorigin(wep, wep.origin + '0 0 1');
entity oldself;
oldself = self;
- WITH(entity, self, wep, builtin_droptofloor());
+ WITHSELF(wep, builtin_droptofloor());
}
wep.spawn_origin = wep.origin;
self.effects |= EF_NODRAW; // hide the original weapon
self.movetype = MOVETYPE_FOLLOW;
self.aiment = wep; // attach the original weapon
- self.SendEntity = func_null;
+ self.SendEntity3 = func_null;
return false;
}