multi_trigger(this);
}
-void multi_eventdamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void multi_eventdamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
if(!this.takedamage)
return;
if(this.spawnflags & DOOR_NOSPLASH)
if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
return;
+ if(this.team)
+ if(((this.spawnflags & 4) == 0) == (this.team != attacker.team))
+ return;
this.health = this.health - damage;
if (this.health <= 0)
{
{
if (this.spawnflags & SPAWNFLAG_NOTOUCH)
objerror (this, "health and notouch don't make sense\n");
+ this.canteamdamage = true;
this.max_health = this.health;
this.event_damage = multi_eventdamage;
this.takedamage = DAMAGE_YES;