// 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)
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;