sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
RadiusDamage(self, self.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
- autocvar_g_nades_nade_radius, self, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
+ autocvar_g_nades_nade_radius, self, world, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
Damage_DamageInfo(self.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, self.projectiledeathtype, 0, self);
}
sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
- self.takedamage = DAMAGE_NO;
-
if(nade_blast)
{
RadiusDamage(self, self.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
- autocvar_g_nades_nade_radius, self, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
+ autocvar_g_nades_nade_radius, self, world, autocvar_g_nades_nade_force, self.projectiledeathtype, self.enemy);
Damage_DamageInfo(self.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, self.projectiledeathtype, 0, self);
}
if(self.nade_type == NADE_TYPE_TRANSLOCATE || self.nade_type == NADE_TYPE_SPAWN)
return;
- if(DEATH_ISWEAPON(deathtype, WEP_LASER))
+ if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
return;
- if(DEATH_ISWEAPON(deathtype, WEP_NEX) || DEATH_ISWEAPON(deathtype, WEP_MINSTANEX))
+ if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
{
force *= 6;
damage = self.max_health * 0.55;
}
- if(DEATH_ISWEAPON(deathtype, WEP_UZI))
+ if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
damage = self.max_health * 0.1;
- if(DEATH_ISWEAPON(deathtype, WEP_SHOTGUN))
- if(deathtype & HITTYPE_SECONDARY)
+ if((DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) && (deathtype & HITTYPE_SECONDARY)) // WEAPONTODO
{
damage = self.max_health * 0.1;
force *= 10;