#include "nades.qh"
#include "../overkill/okmachinegun.qh"
+#include "../overkill/okshotgun.qh"
#ifdef SVQC
bool autocvar_g_nades_nade_small;
void nade_monster_boom(entity this)
{
- entity e = spawnmonster(spawn(), this.pokenade_type, 0, this.realowner, this.realowner, this.origin, false, false, 1);
+ entity e = spawn();
+ e.noalign = true; // don't drop to floor
+ e = spawnmonster(e, this.pokenade_type, 0, this.realowner, this.realowner, this.origin, false, false, 1);
if(autocvar_g_nades_pokenade_monster_lifetime > 0)
e.monster_lifetime = time + autocvar_g_nades_pokenade_monster_lifetime;
}
else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN))
damage = this.max_health * 0.1;
- else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) // WEAPONTODO
+ else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_SHOTGUN)) // WEAPONTODO
{
if(!(deathtype & HITTYPE_SECONDARY))
damage = this.max_health * 1.15;