#include "constants.qh"
#include "g_hook.qh"
#include "ipban.qh"
-#include "mutators/_mod.qh"
+#include <server/mutators/_mod.qh>
#include "../common/t_items.qh"
#include "resources.qh"
#include "items.qh"
+#include "player.qh"
#include "weapons/accuracy.qh"
#include "weapons/csqcprojectile.qh"
#include "weapons/selection.qh"
#include "../common/command/_mod.qh"
#include "../common/constants.qh"
#include <common/net_linked.qh>
+#include <common/weapons/weapon/crylink.qh>
#include "../common/deathtypes/all.qh"
#include "../common/mapinfo.qh"
#include "../common/notifications/all.qh"
#include "../common/playerstats.qh"
#include "../common/teams.qh"
-#include "../common/triggers/subs.qh"
+#include "../common/mapobjects/subs.qh"
#include "../common/util.qh"
#include "../common/turrets/sv_turrets.qh"
#include <common/weapons/_all.qh>
WarpZone_traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
}
+void dedicated_print(string input)
+{
+ if (server_is_dedicated) print(input);
+}
void GameLogEcho(string s)
{
return ret;
}
-string AmmoNameFromWeaponentity(entity wpn)
+string AmmoNameFromWeaponentity(Weapon wep)
{
string ammoitems = "batteries";
- switch ((wpn.m_weapon).ammo_type)
+ switch (wep.ammo_type)
{
case RESOURCE_SHELLS: ammoitems = ITEM_Shells.m_name; break;
case RESOURCE_BULLETS: ammoitems = ITEM_Bullets.m_name; break;
case "%": replacement = "%"; break;
case "\\":replacement = "\\"; break;
case "n": replacement = "\n"; break;
- case "a": replacement = ftos(floor(this.armorvalue)); break;
- case "h": replacement = ftos(floor(this.health)); break;
+ case "a": replacement = ftos(floor(GetResourceAmount(this, RESOURCE_ARMOR))); break;
+ case "h": replacement = ftos(floor(GetResourceAmount(this, RESOURCE_HEALTH))); break;
case "l": replacement = NearestLocation(this.origin); break;
case "y": replacement = NearestLocation(cursor); break;
case "d": replacement = NearestLocation(this.death_origin); break;
case "w": replacement = ((this.(weaponentity).m_weapon == WEP_Null) ? ((this.(weaponentity).m_switchweapon == WEP_Null) ? Weapons_from(this.(weaponentity).cnt) : this.(weaponentity).m_switchweapon) : this.(weaponentity).m_weapon).m_name; break;
- case "W": replacement = AmmoNameFromWeaponentity(this.(weaponentity)); break;
+ case "W": replacement = AmmoNameFromWeaponentity(this.(weaponentity).m_weapon); break;
case "x": replacement = ((cursor_ent.netname == "" || !cursor_ent) ? "nothing" : cursor_ent.netname); break;
case "s": replacement = ftos(vlen(this.velocity - this.velocity_z * '0 0 1')); break;
case "S": replacement = ftos(vlen(this.velocity)); break;
if(trace_dphitcontents == 0)
{
LOG_TRACEF("A hit from a projectile happened with no hit contents! DEBUG THIS, this should never happen for projectiles! Projectile will self-destruct. (edict: %i, classname: %s, origin: %v)", this, this.classname, this.origin);
- checkclient(this);
+ checkclient(this); // TODO: .health is checked in the engine with this, possibly replace with a QC function?
}
if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
return true;
#define SUB_OwnerCheck(ent,oth) ((oth) && ((oth) == (ent).owner))
-void W_Crylink_Dequeue(entity e);
bool WarpZone_Projectile_Touch_ImpactFilter_Callback(entity this, entity toucher)
{
if(SUB_OwnerCheck(this, toucher))