if (!wep)
return;
- WEPSET_OR_EW(e, wep);
+ e.weapons |= WepSet_FromWeapon(wep);
oldself = self;
self = e;
self = oldself;
}
+void W_PlayStrengthSound(entity player) // void W_PlayStrengthSound
+{
+ if((player.items & IT_STRENGTH)
+ && ((time > player.prevstrengthsound + autocvar_sv_strengthsound_antispam_time) // prevent insane sound spam
+ || (time > player.prevstrengthsoundattempt + autocvar_sv_strengthsound_antispam_refire_threshold)))
+ {
+ sound(player, CH_TRIGGER, "weapons/strength_fire.wav", VOL_BASE, ATTEN_NORM);
+ player.prevstrengthsound = time;
+ }
+ player.prevstrengthsoundattempt = time;
+}
+
float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtype, float exception)
{
float is_from_contents = (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA);
{
if(is_from_exception)
return (exception); // if exception is detected, allow it to override
- else if not(is_from_contents)
+ else if(!is_from_contents)
return FALSE; // otherwise, only allow damage from contents
}
else if(autocvar_g_projectiles_damage == 1)
{
if(is_from_exception)
return (exception); // if exception is detected, allow it to override
- else if not(is_from_contents || is_from_owner)
+ else if(!(is_from_contents || is_from_owner))
return FALSE; // otherwise, only allow self damage and damage from contents
}
else if(autocvar_g_projectiles_damage == 2) // allow any damage, but override for exceptions