// after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
float culprit;
culprit = DEATH_WEAPONOF(deathtype);
- if(!culprit || !WEPSET_CONTAINS_EW(attacker, culprit))
+ if(!culprit)
+ culprit = attacker.weapon;
+ else if(!WEPSET_CONTAINS_EW(attacker, culprit))
culprit = attacker.weapon;
if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
attacker.taunt_soundtime = time + 1;
- // TODO: fix this?
- if (deathtype == DEATH_CUSTOM)
+ if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
+ msg = inflictor.message2;
+ else if (deathtype == DEATH_CUSTOM)
msg = deathmessage;
else
- msg = inflictor.message2;
+ msg = "";
if(strstrofs(msg, "%", 0) < 0)
msg = strcat("%s ", msg, " by %s");
msg = inflictor.message;
else if (deathtype == DEATH_CUSTOM)
msg = deathmessage;
+ else
+ msg = "";
if(strstrofs(msg, "%", 0) < 0)
msg = strcat("%s ", msg);
if(autocvar_g_mirrordamage_virtual)
{
- vector v;
- v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
- v_z = 0; // fteqcc sucks
+ vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
attacker.dmg_take += v_x;
attacker.dmg_save += v_y;
attacker.dmg_inflictor = inflictor;
if(autocvar_g_friendlyfire_virtual)
{
- vector v;
- v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
- v_z = 0; // fteqcc sucks
+ vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
targ.dmg_take += v_x;
targ.dmg_save += v_y;
targ.dmg_inflictor = inflictor;