entity pseudoprojectile;
float f, ffs;
+ pseudoprojectile = world;
+
railgun_start = start;
railgun_end = end;
// create a small explosion to throw gibs around (if applicable)
//setorigin (explosion, hitloc);
- //RadiusDamage (explosion, self, 10, 0, 50, world, 300, deathtype);
+ //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
ent.railgunhitloc = '0 0 0';
ent.railgunhitsolidbackup = SOLID_NOT;
{
self.takedamage = DAMAGE_NO;
self.event_damage = SUB_Null;
- self.owner = attacker;
- self.realowner = attacker;
-
+
+ if not(g_ca)
+ {
+ self.owner = attacker;
+ self.realowner = attacker;
+ }
+
// do not explode NOW but in the NEXT FRAME!
// because recursive calls to RadiusDamage are not allowed
self.nextthink = time;