Merge branch 'master' into Mario/vaporizer_damage 215/head
authorMario <zacjardine@y7mail.com>
Mon, 31 Aug 2015 14:15:08 +0000 (00:15 +1000)
committerMario <zacjardine@y7mail.com>
Mon, 31 Aug 2015 14:15:08 +0000 (00:15 +1000)
# Conflicts:
# qcsrc/common/weapons/w_vaporizer.qc
# qcsrc/server/cl_player.qc

1  2 
qcsrc/common/weapons/weapon/vaporizer.qc
qcsrc/server/cl_player.qc
qcsrc/server/mutators/mutator_instagib.qc
vehicles.cfg

index 0000000,4ed2dc2..256019d
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,476 +1,477 @@@
 -      float flying;
 -      flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+ #ifndef IMPLEMENTATION
+ REGISTER_WEAPON(
+ /* WEP_##id  */ VAPORIZER,
+ /* function  */ W_Vaporizer,
+ /* ammotype  */ ammo_cells,
+ /* impulse   */ 7,
+ /* flags     */ WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_FLAG_SUPERWEAPON | WEP_TYPE_HITSCAN,
+ /* rating    */ BOT_PICKUP_RATING_HIGH,
+ /* color     */ '0.5 1 1',
+ /* modelname */ "minstanex",
+ /* simplemdl */ "foobar",
+ /* crosshair */ "gfx/crosshairminstanex 0.6",
+ /* wepimg    */ "weaponminstanex",
+ /* refname   */ "vaporizer",
+ /* wepname   */ _("Vaporizer")
+ );
+ #define VAPORIZER_SETTINGS(w_cvar,w_prop) VAPORIZER_SETTINGS_LIST(w_cvar, w_prop, VAPORIZER, vaporizer)
+ #define VAPORIZER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
+       w_cvar(id, sn, PRI, ammo) \
+       w_cvar(id, sn, PRI, animtime) \
++      w_cvar(id, sn, PRI, damage) \
+       w_cvar(id, sn, PRI, refire) \
+       w_cvar(id, sn, SEC, ammo) \
+       w_cvar(id, sn, SEC, animtime) \
+       w_cvar(id, sn, SEC, damage) \
+       w_cvar(id, sn, SEC, delay) \
+       w_cvar(id, sn, SEC, edgedamage) \
+       w_cvar(id, sn, SEC, force) \
+       w_cvar(id, sn, SEC, lifetime) \
+       w_cvar(id, sn, SEC, radius) \
+       w_cvar(id, sn, SEC, refire) \
+       w_cvar(id, sn, SEC, shotangle) \
+       w_cvar(id, sn, SEC, speed) \
+       w_cvar(id, sn, SEC, spread) \
+       w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
+       w_prop(id, sn, float,  reloading_time, reload_time) \
+       w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
+       w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
+       w_prop(id, sn, string, weaponreplace, weaponreplace) \
+       w_prop(id, sn, float,  weaponstart, weaponstart) \
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+ #ifdef SVQC
+ VAPORIZER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
+ .float vaporizer_lasthit;
+ .float jump_interval;
+ .float jump_interval2;
+ .bool held_down;
+ .float rm_force;
+ .float rm_damage;
+ .float rm_edmg;
+ #endif
+ #endif
+ #ifdef IMPLEMENTATION
+ #ifdef SVQC
+ void spawnfunc_weapon_vaporizer(void) { weapon_defaultspawnfunc(WEP_VAPORIZER.m_id); }
+ void spawnfunc_weapon_minstanex(void) { spawnfunc_weapon_vaporizer(); }
+ void W_RocketMinsta_Explosion(vector loc)
+ {
+       if(accuracy_canbegooddamage(self))
+               accuracy_add(self, WEP_DEVASTATOR.m_id, autocvar_g_rm_damage, 0);
+       entity dmgent = spawn();
+       dmgent.owner = dmgent.realowner = self;
+       setorigin(dmgent, loc);
+       RadiusDamage (dmgent, self, autocvar_g_rm_damage, autocvar_g_rm_edgedamage, autocvar_g_rm_radius, world, world, autocvar_g_rm_force, WEP_DEVASTATOR.m_id | HITTYPE_SPLASH, other);
+       remove(dmgent);
+ }
+ void W_Vaporizer_Attack(void)
+ {
 -      W_SetupShot(self, true, 0, "", CH_WEAPON_A, 10000);
++      bool flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
++      float vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
 -      FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
++      W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
+       // handle sound separately so we can change the volume
+       // added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
+       sound (self, CH_WEAPON_A, W_Sound("minstanexfire"), VOL_BASE * 0.8, ATTEN_NORM);
+       yoda = 0;
+       damage_goodhits = 0;
++      FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, vaporizer_damage, 800, 0, 0, 0, 0, WEP_VAPORIZER.m_id);
+       if(yoda && flying)
+               Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
+       if(damage_goodhits && self.vaporizer_lasthit)
+       {
+               Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
+               damage_goodhits = 0; // only every second time
+       }
+       self.vaporizer_lasthit = damage_goodhits;
+       Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       // teamcolor / hit beam effect
+       vector v;
+       v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+       switch(self.team)
+       {
+               case NUM_TEAM_1:   // Red
+                       if(damage_goodhits)
+                               Send_Effect(EFFECT_VAPORIZER_RED_HIT, w_shotorg, v, 1);
+                       else
+                               Send_Effect(EFFECT_VAPORIZER_RED, w_shotorg, v, 1);
+                       break;
+               case NUM_TEAM_2:   // Blue
+                       if(damage_goodhits)
+                               Send_Effect(EFFECT_VAPORIZER_BLUE_HIT, w_shotorg, v, 1);
+                       else
+                               Send_Effect(EFFECT_VAPORIZER_BLUE, w_shotorg, v, 1);
+                       break;
+               case NUM_TEAM_3:   // Yellow
+                       if(damage_goodhits)
+                               Send_Effect(EFFECT_VAPORIZER_YELLOW_HIT, w_shotorg, v, 1);
+                       else
+                               Send_Effect(EFFECT_VAPORIZER_YELLOW, w_shotorg, v, 1);
+                       break;
+               case NUM_TEAM_4:   // Pink
+                       if(damage_goodhits)
+                               Send_Effect(EFFECT_VAPORIZER_PINK_HIT, w_shotorg, v, 1);
+                       else
+                               Send_Effect(EFFECT_VAPORIZER_PINK, w_shotorg, v, 1);
+                       break;
+               default:
+                       if(damage_goodhits)
+                               Send_Effect_("TE_TEI_G3_HIT", w_shotorg, v, 1);
+                       else
+                               Send_Effect_("TE_TEI_G3", w_shotorg, v, 1);
+                       break;
+       }
+       if(autocvar_g_rm)
+       if(!(trace_dphitq3surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NOIMPACT)))
+               W_RocketMinsta_Explosion(trace_endpos);
+       W_DecreaseAmmo(((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo)));
+ }
+ void W_RocketMinsta_Laser_Explode (void)
+ {
+       if(other.takedamage == DAMAGE_AIM)
+               if(IS_PLAYER(other))
+                       if(DIFF_TEAM(self.realowner, other))
+                               if(other.deadflag == DEAD_NO)
+                                       if(IsFlying(other))
+                                               Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
+       self.event_damage = func_null;
+       self.takedamage = DAMAGE_NO;
+       RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
+       remove(self);
+ }
+ void W_RocketMinsta_Laser_Touch (void)
+ {
+       PROJECTILE_TOUCH;
+       //W_RocketMinsta_Laser_Explode ();
+       RadiusDamage (self, self.realowner, self.rm_damage, self.rm_edmg, autocvar_g_rm_laser_radius, world, world, self.rm_force, self.projectiledeathtype, other);
+       remove(self);
+ }
+ void W_RocketMinsta_Attack2(void)
+ {
+       makevectors(self.v_angle);
+       
+       entity proj;
+       float counter = 0;
+       float total = autocvar_g_rm_laser_count;
+       float spread = autocvar_g_rm_laser_spread;
+       float rndspread = autocvar_g_rm_laser_spread_random;
+       float w = self.weapon;
+       self.weapon = WEP_ELECTRO.m_id;
+       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, W_Sound("crylink_fire"), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+       self.weapon = w;
+       Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+     while(counter < total)
+       {
+         proj = spawn ();
+         proj.classname = "plasma_prim";
+         proj.owner = proj.realowner = self;
+         proj.bot_dodge = true;
+         proj.bot_dodgerating = autocvar_g_rm_laser_damage;
+         proj.use = W_RocketMinsta_Laser_Explode;
+         proj.think = adaptor_think2use_hittype_splash;
+         proj.nextthink = time + autocvar_g_rm_laser_lifetime;
+         PROJECTILE_MAKETRIGGER(proj);
+         proj.projectiledeathtype = WEP_ELECTRO.m_id;
+         setorigin(proj, w_shotorg);
+               
+               proj.rm_force = autocvar_g_rm_laser_force / total;
+               proj.rm_damage = autocvar_g_rm_laser_damage / total;
+               proj.rm_edmg = proj.rm_damage;
+         
+         //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
+         proj.movetype = MOVETYPE_BOUNCEMISSILE;
+         //W_SETUPPROJECTILEVELOCITY(proj, g_balance_minstanex_laser);
+               proj.velocity = (w_shotdir + (((counter + 0.5) / total) * 2 - 1) * v_right * (spread * (rndspread ? random() : 1))) * cvar("g_rm_laser_speed");
+               proj.velocity_z = proj.velocity_z + cvar("g_rm_laser_zspread") * (random() - 0.5);
+               proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
+         proj.angles = vectoangles(proj.velocity);
+         proj.touch = W_RocketMinsta_Laser_Touch;
+         setsize(proj, '0 0 -3', '0 0 -3');
+         proj.flags = FL_PROJECTILE;
+         proj.missile_flags = MIF_SPLASH;
+         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
+         MUTATOR_CALLHOOK(EditProjectile, self, proj);
+         counter++;
+     }
+ }
+ void W_RocketMinsta_Attack3 (void)
+ {
+       makevectors(self.v_angle);
+       
+       entity proj;
+       float counter = 0;
+       float total = 1;
+       int w = self.weapon;
+       self.weapon = WEP_ELECTRO.m_id;
+       W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', false, 2, W_Sound("electro_fire2"), CH_WEAPON_A, autocvar_g_rm_laser_damage);
+       self.weapon = w;
+       Send_Effect(EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+     while(counter < total)
+       {
+         proj = spawn ();
+         proj.classname = "plasma_prim";
+         proj.owner = proj.realowner = self;
+         proj.bot_dodge = true;
+         proj.bot_dodgerating = autocvar_g_rm_laser_damage;
+         proj.use = W_RocketMinsta_Laser_Explode;
+         proj.think = adaptor_think2use_hittype_splash;
+         proj.nextthink = time + autocvar_g_rm_laser_lifetime;
+         PROJECTILE_MAKETRIGGER(proj);
+         proj.projectiledeathtype = WEP_ELECTRO.m_id;
+         setorigin(proj, w_shotorg);
+               
+               proj.rm_force = autocvar_g_rm_laser_force / total;
+               proj.rm_damage = autocvar_g_rm_laser_damage / total;
+               proj.rm_edmg = proj.rm_damage;
+         
+         //W_SetupProjectileVelocity(proj, autocvar_g_rm_laser_speed, spread * (rndspread ? random() : 1) * autocvar_g_rm_laser_speed);
+         proj.movetype = MOVETYPE_BOUNCEMISSILE;
+               proj.velocity = w_shotdir * autocvar_g_rm_laser_speed;
+               proj.velocity = W_CalculateProjectileVelocity(proj.realowner.velocity, proj.velocity, true);
+         proj.angles = vectoangles(proj.velocity);
+         proj.touch = W_RocketMinsta_Laser_Touch;
+         setsize(proj, '0 0 -3', '0 0 -3');
+         proj.flags = FL_PROJECTILE;
+         proj.missile_flags = MIF_SPLASH;
+         CSQCProjectile(proj, true, PROJECTILE_ROCKETMINSTA_LASER, true);
+         MUTATOR_CALLHOOK(EditProjectile, self, proj);
+         counter++;
+     }
+ }
+ float W_Vaporizer(float req)
+ {
+       float ammo_amount;
+       float vaporizer_ammo;
+       float rapid = autocvar_g_rm_laser_rapid;
+       // now multiple WR_s use this
+       vaporizer_ammo = ((g_instagib) ? 1 : WEP_CVAR_PRI(vaporizer, ammo));
+       switch(req)
+       {
+               case WR_AIM:
+               {
+                       if(self.WEP_AMMO(VAPORIZER) > 0)
+                               self.BUTTON_ATCK = bot_aim(1000000, 0, 1, false);
+                       else
+                               self.BUTTON_ATCK2 = bot_aim(WEP_CVAR_SEC(vaporizer, speed), 0, WEP_CVAR_SEC(vaporizer, lifetime), false); // WEAPONTODO: replace with proper vaporizer cvars
+                       return true;
+               }
+               case WR_THINK:
+               {
+                       // if the laser uses load, we also consider its ammo for reloading
+                       if(WEP_CVAR(vaporizer, reload_ammo) && WEP_CVAR_SEC(vaporizer, ammo) && self.clip_load < min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo))) // forced reload
+                               WEP_ACTION(self.weapon, WR_RELOAD);
+                       else if(WEP_CVAR(vaporizer, reload_ammo) && self.clip_load < vaporizer_ammo) // forced reload
+                               WEP_ACTION(self.weapon, WR_RELOAD);
+                       if(self.BUTTON_ATCK && (self.ammo_cells || !autocvar_g_rm) && !forbidWeaponUse(self))
+                       {
+                               if(weapon_prepareattack(0, WEP_CVAR_PRI(vaporizer, refire)))
+                               {
+                                       W_Vaporizer_Attack();
+                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(vaporizer, animtime), w_ready);
+                               }
+                       }
+                       if(self.BUTTON_ATCK2 || (self.BUTTON_ATCK && !self.ammo_cells && autocvar_g_rm))
+                       {
+                               if((autocvar_g_rm && autocvar_g_rm_laser) || autocvar_g_rm_laser == 2)
+                               {
+                                       if(self.jump_interval <= time && !self.held_down)
+                                       {
+                                               if(rapid)
+                                                       self.held_down = true;
+                                               self.jump_interval = time + autocvar_g_rm_laser_refire;
+                                               self.jump_interval2 = time + autocvar_g_rm_laser_rapid_delay;
+                                               damage_goodhits = 0;
+                                               W_RocketMinsta_Attack2();
+                                       }
+                                       else if(rapid && self.jump_interval2 <= time && self.held_down)
+                                       {
+                                               self.jump_interval2 = time + autocvar_g_rm_laser_rapid_refire;
+                                               damage_goodhits = 0;
+                                               W_RocketMinsta_Attack3();
+                                               //weapon_thinkf(WFRAME_FIRE2, autocvar_g_rm_laser_rapid_animtime, w_ready);
+                                       }
+                               }
+                               else if (self.jump_interval <= time)
+                               {
+                                       // handle refire manually, so that primary and secondary can be fired without conflictions (important for instagib)
+                                       self.jump_interval = time + WEP_CVAR_SEC(vaporizer, refire) * W_WeaponRateFactor();
+                                       // decrease ammo for the laser?
+                                       if(WEP_CVAR_SEC(vaporizer, ammo))
+                                               W_DecreaseAmmo(WEP_CVAR_SEC(vaporizer, ammo));
+                                       // ugly instagib hack to reuse the fire mode of the laser
+                                       makevectors(self.v_angle);
+                                       int oldwep = self.weapon; // we can't avoid this hack
+                                       self.weapon = WEP_BLASTER.m_id;
+                                       W_Blaster_Attack(
+                                               WEP_BLASTER.m_id | HITTYPE_SECONDARY,
+                                               WEP_CVAR_SEC(vaporizer, shotangle),
+                                               WEP_CVAR_SEC(vaporizer, damage),
+                                               WEP_CVAR_SEC(vaporizer, edgedamage),
+                                               WEP_CVAR_SEC(vaporizer, radius),
+                                               WEP_CVAR_SEC(vaporizer, force),
+                                               WEP_CVAR_SEC(vaporizer, speed),
+                                               WEP_CVAR_SEC(vaporizer, spread),
+                                               WEP_CVAR_SEC(vaporizer, delay),
+                                               WEP_CVAR_SEC(vaporizer, lifetime)
+                                       );
+                                       self.weapon = oldwep;
+                                       // now do normal refire
+                                       weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
+                               }
+                       }
+                       else
+                               self.held_down = false;
+                       
+                       return true;
+               }
+               case WR_INIT:
+               {
+                       precache_model("models/nexflash.md3");
+                       precache_model(W_Model("g_minstanex.md3"));
+                       precache_model(W_Model("v_minstanex.md3"));
+                       precache_model(W_Model("h_minstanex.iqm"));
+                       precache_sound(W_Sound("minstanexfire"));
+                       precache_sound(W_Sound("nexwhoosh1"));
+                       precache_sound(W_Sound("nexwhoosh2"));
+                       precache_sound(W_Sound("nexwhoosh3"));
+                       //W_Blaster(WR_INIT); // Samual: Is this really the proper thing to do? Didn't we already run this previously?
+                       VAPORIZER_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+                       return true;
+               }
+               case WR_SETUP:
+               {
+                       self.ammo_field = WEP_AMMO(VAPORIZER);
+                       self.vaporizer_lasthit = 0;
+                       return true;
+               }
+               case WR_CHECKAMMO1:
+               {
+                       ammo_amount = self.WEP_AMMO(VAPORIZER) >= vaporizer_ammo;
+                       ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= vaporizer_ammo;
+                       return ammo_amount;
+               }
+               case WR_CHECKAMMO2:
+               {
+                       if(!WEP_CVAR_SEC(vaporizer, ammo))
+                               return true;
+                       ammo_amount = self.WEP_AMMO(VAPORIZER) >= WEP_CVAR_SEC(vaporizer, ammo);
+                       ammo_amount += self.(weapon_load[WEP_VAPORIZER.m_id]) >= WEP_CVAR_SEC(vaporizer, ammo);
+                       return ammo_amount;
+               }
+               case WR_CONFIG:
+               {
+                       VAPORIZER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+                       return true;
+               }
+               case WR_RESETPLAYER:
+               {
+                       self.vaporizer_lasthit = 0;
+                       return true;
+               }
+               case WR_RELOAD:
+               {
+                       float used_ammo;
+                       if(WEP_CVAR_SEC(vaporizer, ammo))
+                               used_ammo = min(vaporizer_ammo, WEP_CVAR_SEC(vaporizer, ammo));
+                       else
+                               used_ammo = vaporizer_ammo;
+                       W_Reload(used_ammo, W_Sound("reload"));
+                       return true;
+               }
+               case WR_SUICIDEMESSAGE:
+               {
+                       return WEAPON_THINKING_WITH_PORTALS;
+               }
+               case WR_KILLMESSAGE:
+               {
+                       return WEAPON_VAPORIZER_MURDER;
+               }
+       }
+       return false;
+ }
+ #endif
+ #ifdef CSQC
+ float W_Vaporizer(float req)
+ {
+       switch(req)
+       {
+               case WR_IMPACTEFFECT:
+               {
+                       vector org2 = w_org + w_backoff * 6;
+                       if(w_deathtype & HITTYPE_SECONDARY)
+                       {
+                               pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
+                               if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM); }
+                       }
+                       else
+                       {
+                               pointparticles(particleeffectnum(EFFECT_VORTEX_IMPACT), org2, '0 0 0', 1);
+                               if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("neximpact"), VOL_BASE, ATTN_NORM); }
+                       }
+                       return true;
+               }
+               case WR_INIT:
+               {
+                       precache_sound(W_Sound("laserimpact"));
+                       precache_sound(W_Sound("neximpact"));
+                       if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
+                       {
+                               precache_pic("gfx/reticle_nex");
+                       }
+                       return true;
+               }
+               case WR_ZOOMRETICLE:
+               {
+                       if(button_zoom || zoomscript_caught)
+                       {
+                               reticle_image = "gfx/reticle_nex";
+                               return true;
+                       }
+                       else
+                       {
+                               // no weapon specific image for this weapon
+                               return false;
+                       }
+               }
+       }
+       return false;
+ }
+ #endif
+ #endif
@@@ -531,13 -547,7 +547,8 @@@ void PlayerDamage (entity inflictor, en
        if(accuracy_isgooddamage(attacker, self))
          attacker.accuracy.(accuracy_frags[w-1]) += 1;
  
-               frag_attacker = attacker;
-               frag_inflictor = inflictor;
-               frag_target = self;
-               frag_damage = excess;
-               frag_deathtype = deathtype;
-               MUTATOR_CALLHOOK(PlayerDies);
+               MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
 +              excess = frag_damage;
  
                WEP_ACTION(self.weapon, WR_PLAYERDEATH);
  
@@@ -368,14 -388,6 +388,14 @@@ MUTATOR_HOOKFUNCTION(instagib_ItemCount
        return false;
  }
  
-       if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
 +MUTATOR_HOOKFUNCTION(instagib_PlayerDies)
 +{     
++      if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER.m_id))
 +              frag_damage = 1000; // always gib if it was a vaporizer death
 +
 +      return FALSE;
 +}
 +
  MUTATOR_HOOKFUNCTION(instagib_ItemTouch)
  {
        if(self.ammo_cells)
diff --cc vehicles.cfg
Simple merge