// track max damage
if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
- accuracy_add(ent, wep.m_id, maxdamage, 0);
+ accuracy_add(ent, wep, maxdamage, 0);
if(IS_PLAYER(ent))
W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up);
//explosion = spawn();
// Find all non-hit players the beam passed close by
- if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
+ if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO
{
FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
if(!it.railgunhit)
IL_CLEAR(g_railgunhit);
// calculate hits and fired shots for hitscan
- accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg));
+ if(this.(weaponentity))
+ accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg));
trace_endpos = endpoint;
trace_ent = endent;
// do not exceed 100%
float added_damage = min(damage - total_damage, damage * solid_penetration_left);
total_damage += damage * solid_penetration_left;
- accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, added_damage);
+ accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
}
}