#include "../client/mutators/events.qh"
#include "mapinfo.qh"
#include "notifications.qh"
- #include "deathtypes.qh"
+ #include "deathtypes/all.qh"
#elif defined(MENUQC)
#elif defined(SVQC)
#include "constants.qh"
#include "../server/defs.qh"
#include "../server/mutators/events.qh"
#include "notifications.qh"
- #include "deathtypes.qh"
+ #include "deathtypes/all.qh"
#include "mapinfo.qh"
#endif
{
// NOTE: we'll always choose the SMALLER value...
float healthdamage, armordamage, armorideal;
- if (deathtype == DEATH_DROWN) // Why should armor help here...
+ if (DEATH_IS(deathtype, DEATH_DROWN)) // Why should armor help here...
armorblock = 0;
vector v;
healthdamage = (h - 1) / (1 - armorblock); // damage we can take if we could use more health
vector healtharmor_applydamage(float a, float armorblock, int deathtype, float damage)
{
vector v;
- if (deathtype == DEATH_DROWN) // Why should armor help here...
+ if (DEATH_IS(deathtype, DEATH_DROWN)) // Why should armor help here...
armorblock = 0;
v.y = bound(0, damage * armorblock, a); // save
v.x = bound(0, damage - v.y, damage); // take