if not (self.tur_active)
return;
- if (autocvar_teamplay != 0)
+ if (teams_matter)
if (self.team == attacker.team)
{
// This does not happen anymore. Re-enable if you fix that.
if(clienttype(attacker) == CLIENTTYPE_REAL)
sprint(attacker, "\{1}Turret tells you: I'm on your team!\n");
- if(cvar("g_friendlyfire"))
- damage = damage * cvar("g_friendlyfire");
+ if(autocvar_g_friendlyfire)
+ damage = damage * autocvar_g_friendlyfire;
else
return;
}
// thorw head slightly off aim when hit?
if (self.damage_flags & TFL_DMG_HEADSHAKE)
{
- //baseent.tur_aimoff_x += (random() * damage);
- //baseent.tur_aimoff_y += ((random()*0.75) * damage);
self.tur_head.angles_x = self.tur_head.angles_x + (-0.5 + random()) * damage;
self.tur_head.angles_y = self.tur_head.angles_y + (-0.5 + random()) * damage;
}
if (self.turrcaps_flags & TFL_TURRCAPS_MOVE)
self.velocity = self.velocity + vforce;
- // FIXME: Better damage feedback
- // Start burning when we have 10% or less health left
- //if (self.health < (self.tur_health * 0.1))
- // self.effects = EF_FLAME;
-
+ // FIXME: Better damage feedback?
+
if (self.health <= 0)
{
self.event_damage = SUB_Null;