void SpawnThrownWeapon (vector org, float w)
{
- if(g_minstagib)
- if(self.ammo_cells <= 0)
- return;
-
if(g_pinata)
{
float j;
}
else
{
- if(W_IsWeaponThrowable(self.weapon))
- W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
+ if(WEPSET_CONTAINS_EW(self, self.weapon))
+ if(W_IsWeaponThrowable(self.weapon))
+ W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
}
}
else
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
- if (!g_minstagib)
- {
- v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
- take = v_x;
- save = v_y;
- }
- else
- {
- save = 0;
- take = damage;
- }
+
+ v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
+ take = v_x;
+ save = v_y;
if(attacker == self)
{
frag_inflictor = inflictor;
frag_attacker = attacker;
frag_target = self;
+ frag_damage = damage;
damage_take = take;
damage_save = save;
damage_force = force;
self.dmg_inflictor = inflictor;
if(g_ca && self != attacker && IS_PLAYER(attacker))
- PlayerScore_Add(attacker, SP_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
+ PlayerTeamScore_Add(attacker, SP_SCORE, ST_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
float abot, vbot, awep;
abot = (IS_BOT_CLIENT(attacker));
else
self.respawn_countdown = -1; // do not count down
- if(g_lms || g_cts || autocvar_g_forced_respawn)
+ if(g_cts || autocvar_g_forced_respawn)
self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
self.death_time = time;