float IsDifferentTeam(entity a, entity b)
{
- if(teams_matter)
+ if(teamplay)
{
if(a.team == b.team)
return 0;
string s, a, msg;
float w, type;
- if (targ.classname == "player" || targ.classname == "corpse")
+ if (targ.classname == "player")
{
- if (targ.classname == "corpse")
- s = "A corpse";
- else
- s = targ.netname;
-
+ s = targ.netname;
a = attacker.netname;
if (targ == attacker) // suicides
if (targ.killcount > 2)
msg = ftos(targ.killcount);
- if(teams_matter && deathtype == DEATH_MIRRORDAMAGE)
+ if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
{
if(attacker.team == COLOR_TEAM1)
deathtype = KILL_TEAM_RED;
Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
}
- else if (attacker.classname == "player" || attacker.classname == "gib")
+ else if (attacker.classname == "player")
{
- if(teams_matter && attacker.team == targ.team)
+ if(teamplay && attacker.team == targ.team)
{
if(attacker.team == COLOR_TEAM1)
type = KILL_TEAM_RED;
entity damage_targ;
entity damage_inflictor;
entity damage_attacker;
-.float prevhitsound;
void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
damage = 0;
force = '0 0 0';
}
- else if(teams_matter && attacker.team == targ.team)
+ else if(teamplay && attacker.team == targ.team)
{
if(autocvar_teamplay_mode == 1)
damage = 0;
if(deathtype & HITTYPE_HEADSHOT)
damage *= 1 + damage_headshotbonus;
- if(targ.classname == "player")
+ entity victim;
+ if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
+ victim = targ.owner;
+ else
+ victim = targ;
+
+ if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
{
- if(IsDifferentTeam(targ, attacker))
+ if(IsDifferentTeam(victim, attacker))
{
if(damage > 0)
{
if(deathtype != DEATH_FIRE)
{
- if(targ.BUTTON_CHAT)
+ if(victim.BUTTON_CHAT)
attacker.typehitsound += 1;
else
attacker.hitsound += 1;
if not(DEATH_ISSPECIAL(deathtype))
{
+ if(targ.classname == "player") // don't do this for vehicles
if(!g_minstagib)
- if(IsFlying(targ))
+ if(IsFlying(victim))
yoda = 1;
if(g_minstagib)
- if(targ.items & IT_STRENGTH)
+ if(victim.items & IT_STRENGTH)
yoda = 1;
if(deathtype & HITTYPE_HEADSHOT)
if (vlen(force))
if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
{
- self.velocity = self.velocity + self.damageforcescale * force;
+ self.velocity = self.velocity + damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
self.flags &~= FL_ONGROUND;
UpdateCSQCProjectile(self);
}