self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
}
-void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
- float take, save, dh, da, j;
+ float take, save, dh, da;
+ int j;
vector v;
float valid_damage_for_weaponstats;
float excess;
Obituary (attacker, inflictor, self, deathtype);
// increment frag counter for used weapon type
- float w;
- w = DEATH_WEAPONOF(deathtype);
+ int w = DEATH_WEAPONOF(deathtype);
if(WEP_VALID(w))
if(accuracy_isgooddamage(attacker, self))
attacker.accuracy.(accuracy_frags[w-1]) += 1;