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");
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;
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)