proj.bot_dodge = true;
proj.bot_dodgerating = autocvar_g_nades_napalm_ball_damage;
proj.movetype = MOVETYPE_BOUNCE;
- proj.projectiledeathtype = DEATH_NADE_NAPALM;
+ proj.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
PROJECTILE_MAKETRIGGER(proj);
setmodel(proj, MDL_Null);
proj.scale = 1;//0.5;
fountain.pushltime = fountain.ltime;
fountain.team = self.team;
fountain.movetype = MOVETYPE_TOSS;
- fountain.projectiledeathtype = DEATH_NADE_NAPALM;
+ fountain.projectiledeathtype = DEATH_NADE_NAPALM.m_id;
fountain.bot_dodge = true;
fountain.bot_dodgerating = autocvar_g_nades_napalm_fountain_damage;
fountain.nade_special_time = time;
fountain.pushltime = fountain.wait = fountain.ltime;
fountain.team = self.team;
fountain.movetype = MOVETYPE_TOSS;
- fountain.projectiledeathtype = DEATH_NADE_ICE;
+ fountain.projectiledeathtype = DEATH_NADE_ICE.m_id;
fountain.bot_dodge = false;
setsize(fountain, '-16 -16 -16', '16 16 16');
fountain.nade_special_time = time+0.3;
}
else if ( health_factor < 0 )
{
- Damage(other,self,self.realowner,-health_factor,DEATH_NADE_HEAL,other.origin,'0 0 0');
+ Damage(other,self,self.realowner,-health_factor,DEATH_NADE_HEAL.m_id,other.origin,'0 0 0');
}
}
if(self.nade_type == NADE_TYPE_TRANSLOCATE.m_id || self.nade_type == NADE_TYPE_SPAWN.m_id)
return;
- if(DEATH_ISWEAPON(deathtype, WEP_BLASTER.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
{
force *= 1.5;
damage = 0;
}
- if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER.m_id) && (deathtype & HITTYPE_SECONDARY))
+ if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) && (deathtype & HITTYPE_SECONDARY))
{
force *= 0.5; // too much
frag_damage = 0;
}
- if(DEATH_ISWEAPON(deathtype, WEP_VORTEX.m_id) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
{
force *= 6;
damage = self.max_health * 0.55;
}
- if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN.m_id) || DEATH_ISWEAPON(deathtype, WEP_HMG.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_HMG))
damage = self.max_health * 0.1;
- if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE.m_id) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN.m_id)) // WEAPONTODO
+ if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) // WEAPONTODO
if(deathtype & HITTYPE_SECONDARY)
{
damage = self.max_health * 0.1;
_nade.damagedbycontents = true;
_nade.angles = vectoangles(_nade.velocity);
_nade.flags = FL_PROJECTILE;
- _nade.projectiledeathtype = DEATH_NADE;
+ _nade.projectiledeathtype = DEATH_NADE.m_id;
_nade.toss_time = time;
_nade.solid = SOLID_CORPSE; //((_nade.nade_type == NADE_TYPE_TRANSLOCATE) ? SOLID_CORPSE : SOLID_BBOX);
n.nade_time_primed = time;
n.think = nade_beep;
n.nextthink = max(n.wait - 3, time);
- n.projectiledeathtype = DEATH_NADE;
+ n.projectiledeathtype = DEATH_NADE.m_id;
setmodel(fn, MDL_NADE_VIEW);
setattachment(fn, self.weaponentity, "");
if(frag_target.frozen)
if(autocvar_g_freezetag_revive_nade)
if(frag_attacker == frag_target)
- if(frag_deathtype == DEATH_NADE)
+ if(frag_deathtype == DEATH_NADE.m_id)
if(time - frag_inflictor.toss_time <= 0.1)
{
Unfreeze(frag_target);