self = oldself;
- // TODO spawn particle effects and sounds based on w_deathtype
if(DEATH_ISTURRET(w_deathtype))
{
traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, world);
}
}
+ // TODO spawn particle effects and sounds based on w_deathtype
if(!DEATH_ISSPECIAL(w_deathtype))
{
float hitwep;