]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_damage.qc
Merge branch 'master' into Mario/strength_stat_field
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
index 00a198a2032bd8c769cd1cf3066aa4c2b826c49b..fc7962599d10375918d0b946e33e0c600152cff9 100644 (file)
@@ -85,7 +85,7 @@ string AppendItemcodes(string s, entity player)
                if(w != 0 || slot == 0)
                        s = strcat(s, ftos(w));
        }
-       if(time < player.strength_finished)
+       if(time < STAT(STRENGTH_FINISHED, player))
                s = strcat(s, "S");
        if(time < player.invincible_finished)
                s = strcat(s, "I");
@@ -949,6 +949,8 @@ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector in
                                        force = force * (finaldmg / coredamage) * forceintensity;
                                        hitloc = nearest;
 
+                                       // apply special scaling along the z axis if set
+                                       // NOTE: 0 value is not allowed for compatibility, in the case of weapon cvars not being set
                                        if(forcezscale)
                                                force.z *= forcezscale;
 
@@ -1054,7 +1056,7 @@ float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector in
 float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
 {
        return RadiusDamageForSource(inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, 
-                                                                       cantbe, mustbe, false, forceintensity, 0, deathtype, weaponentity, directhitentity);
+                                                                       cantbe, mustbe, false, forceintensity, 1, deathtype, weaponentity, directhitentity);
 }
 
 bool Heal(entity targ, entity inflictor, float amount, float limit)