missile.think = W_Laser_Think;
missile.nextthink = time + cvar("g_balance_laser_primary_delay");
+
+ other = missile; MUTATOR_CALLHOOK(EditProjectile);
+
if(time >= missile.nextthink)
{
entity oldself;
vector force;
force = w_shotdir * myforce;
Damage (trace_ent, self.owner, self.owner, damage * dt, WEP_LASER | HITTYPE_SECONDARY, trace_endpos, force * dt);
+ Damage_RecordDamage(self.owner, WEP_LASER | HITTYPE_SECONDARY, damage * dt);
}
// draw effect
w_deathtypestring = "%s lasered themself to hell";
else if (req == WR_KILLMESSAGE)
{
- w_deathtypestring = "%s was lasered to death by %s"; // unchecked: SPLASH
+ if(w_deathtype & HITTYPE_SECONDARY)
+ w_deathtypestring = "%s was cut in half by %s's gauntlet"; // unchecked: SPLASH
+ else
+ w_deathtypestring = "%s was lasered to death by %s"; // unchecked: SPLASH
}
return TRUE;
}