void adaptor_think2use()
{SELFPARAM();
- entity o, a;
- o = other;
- a = activator;
- activator = world;
- other = world;
- self.use();
- other = o;
- activator = a;
+ if(this.use)
+ this.use(this, NULL, NULL);
}
void adaptor_think2use_hittype_splash() // for timed projectile detonation
{SELFPARAM();
- if(!(IS_ONGROUND(self))) // if onground, we ARE touching something, but HITTYPE_SPLASH is to be networked if the damage causing projectile is not touching ANYTHING
- self.projectiledeathtype |= HITTYPE_SPLASH;
- adaptor_think2use();
+ if(!(IS_ONGROUND(this))) // if onground, we ARE touching something, but HITTYPE_SPLASH is to be networked if the damage causing projectile is not touching ANYTHING
+ this.projectiledeathtype |= HITTYPE_SPLASH;
+ WITHSELF(this, adaptor_think2use());
}
// deferred dropping
{
case "body":
case "droppedweapon":
- case "keepawayball":
- case "nexball_basketball":
- case "nexball_football":
return true;
case "bullet": // antilagged bullets can't hit this either
return false;