-void W_GiveWeapon (entity e, float wep, string name)
+void W_GiveWeapon (entity e, float wep)
{
entity oldself;
oldself = self;
self = e;
- if (other.classname == "player")
- {
- sprint (other, "You got the ^2");
- sprint (other, name);
- sprint (other, "\n");
- }
+ if(other.classname == "player")
+ { Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_WEAPON_GOT, wep); }
self = oldself;
}
trace_dphitq3surfaceflags = endq3surfaceflags;
}
-.float dmg_edge;
.float dmg_force;
.float dmg_radius;
.float dmg_total;
{
endzcurveparticles();
- headshot = 0;
yoda = 0;
- damage_headshotbonus = self.dmg_edge * f;
railgun_start = self.origin - 2 * frametime * self.velocity;
railgun_end = self.origin + 2 * frametime * self.velocity;
g = accuracy_isgooddamage(self.realowner, other);
Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
- damage_headshotbonus = 0;
- if(headshot)
- f *= q;
- if(self.dmg_edge > 0)
- {
- if(headshot)
- AnnounceTo(self.realowner, "headshot");
- if(yoda)
- AnnounceTo(self.realowner, "awesome");
- }
+ if(yoda)
+ AnnounceTo(self.realowner, "awesome");
// calculate hits for ballistic weapons
if(g)
self.owner = world;
}
-void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float headshotbonus, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
+void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
{
float lag, dt, savetime; //, density;
entity pl, oldself;
proj.touch = W_BallisticBullet_Touch;
proj.dmg = damage;
- proj.dmg_edge = headshotbonus;
proj.dmg_force = force;
proj.projectiledeathtype = dtype;