+#if defined(CSQC)
+ #include "../dpdefs/csprogsdefs.qh"
+ #include "defs.qh"
+ #include "../common/constants.qh"
+ #include "../common/util.qh"
+ #include "../common/weapons/weapons.qh"
+ #include "autocvars.qh"
+ #include "../common/deathtypes.qh"
+ #include "damage.qh"
+ #include "movetypes.qh"
+ #include "prandom.qh"
+ #include "vehicles/vehicles.qh"
+#elif defined(MENUQC)
+#elif defined(SVQC)
+#endif
+
void DamageEffect_Think()
{
// if particle distribution is enabled, slow ticrate by total number of damages
{
specstr = species_prefix(specnum);
specstr = substring(specstr, 0, strlen(specstr) - 1);
- effectname = strreplace("BLOOD", specstr, effectname);
+ effectname = strreplace("BLOOD", specstr, effectname);
}
else { return; } // objects don't bleed
}
void Ent_DamageInfo(float isNew)
{
float dmg, rad, edge, thisdmg;
- bool hitplayer = FALSE;
+ bool hitplayer = false;
int species, forcemul;
vector force, thisforce;
entity oldself;
w_issilent = (w_deathtype & 0x8000);
w_deathtype = (w_deathtype & 0x7FFF);
- w_org_x = ReadCoord();
- w_org_y = ReadCoord();
- w_org_z = ReadCoord();
+ w_org.x = ReadCoord();
+ w_org.y = ReadCoord();
+ w_org.z = ReadCoord();
dmg = ReadByte();
rad = ReadByte();
DamageEffect(w_org, thisdmg, w_deathtype, species);
if(self.isplayermodel)
- hitplayer = TRUE; // this impact damaged a player
+ hitplayer = true; // this impact damaged a player
}
self = oldself;
pointparticles(particleeffectnum("electro_impact"), self.origin, w_backoff * 1000, 1);
break;
- case DEATH_TURRET_WALK_MEELE:
+ case DEATH_TURRET_WALK_MELEE:
sound(self, CH_SHOTS, "weapons/ric1.wav", VOL_BASE, ATTEN_MIN);
pointparticles(particleeffectnum("TE_SPARK"), self.origin, w_backoff * 1000, 1);
break;