newmine.owner = this.owner;
newmine.realowner = this.realowner;
- setsize(newmine, '-4 -4 -4', '4 4 4');
setorigin(newmine, this.origin);
setmodel(newmine, MDL_MINELAYER_MINE);
+ setsize(newmine, '-4 -4 -4', '4 4 4');
newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
- newmine.mine_orientation = -trace_plane_normal;
+ newmine.movedir = -trace_plane_normal;
newmine.takedamage = this.takedamage;
newmine.damageforcescale = this.damageforcescale;
this.takedamage = DAMAGE_NO;
if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
- this.velocity = this.mine_orientation; // particle fx and decals need .velocity
+ this.velocity = this.movedir; // particle fx and decals need .velocity
RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius),
NULL, NULL, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, this.weaponentity_fld, NULL);
float desirabledamage;
desirabledamage = enemydamage;
- if(time > STAT(INVINCIBLE_FINISHED, actor) && time > actor.spawnshieldtime)
+ if(StatusEffects_active(STATUSEFFECT_Shield, actor) && !StatusEffects_active(STATUSEFFECT_SpawnShield, actor))
desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
if(teamplay && actor.team)
desirabledamage = desirabledamage - teamdamage;