Don't set HITTYPE_BOUNCE on the napalm fire damage (not used, may be cause of deathty...
authorMario <mario@smbclan.net>
Mon, 6 Mar 2017 21:11:30 +0000 (07:11 +1000)
committerMario <mario@smbclan.net>
Mon, 6 Mar 2017 21:11:30 +0000 (07:11 +1000)
qcsrc/common/mutators/mutator/nades/nades.qc

index 45e6d99..d268b16 100644 (file)
@@ -220,7 +220,7 @@ void napalm_damage(entity this, float dist, float damage, float edgedamage, floa
        {
                d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec);
                d = damage + (edgedamage - damage) * (d / dist);
-               Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype | HITTYPE_BOUNCE);
+               Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype);
                //trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
                Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1);
        }