void SpawnThrownWeapon (vector org, float w)
{
- if(g_minstagib)
- if(self.ammo_cells <= 0)
- return;
-
if(g_pinata)
{
float j;
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)
{