void W_Devastator_Unregister(entity this)
{
- if(this.realowner && this.realowner.lastrocket == this)
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(this.realowner.(weaponentity).lastrocket == this)
- this.realowner.(weaponentity).lastrocket = NULL;
- }
- // this.realowner.rl_release = 1;
+ .entity weaponentity = weaponentities[slot];
+ if(this.realowner.(weaponentity).lastrocket == this)
+ this.realowner.(weaponentity).lastrocket = NULL;
}
}
continue;
traceline(o, o + '0 0 -1500', true, NULL);
- float d = pointcontents(trace_endpos + '0 0 1');
- if(d == CONTENT_WATER || d == CONTENT_SLIME || d == CONTENT_LAVA)
+ if(Mod_Q1BSP_SuperContentsFromNativeContents(pointcontents(trace_endpos + '0 0 1')) & DPCONTENTS_LIQUIDSMASK)
continue;
// this tracebox_hits_trigger_hurt call isn't needed:
// dropped weapons are removed as soon as they fall on a trigger_hurt