vector dir;
float d;
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
// 1. dist damage
{
PROJECTILE_TOUCH;
if (other.takedamage == DAMAGE_AIM)
- if(Fire_AddDamage(other, self.realowner, autocvar_g_balance_fireball_secondary_damage, autocvar_g_balance_fireball_secondary_damagetime, self.projectiledeathtype | HITTYPE_HEADSHOT) >= 0)
+ if(Fire_AddDamage(other, self.realowner, autocvar_g_balance_fireball_secondary_damage, autocvar_g_balance_fireball_secondary_damagetime, self.projectiledeathtype) >= 0)
{
remove(self);
return;
{
precache_sound("weapons/fireball_impact2.wav");
}
+
return TRUE;
}
#endif