if(self.nade_type == NADE_TYPE_TRANSLOCATE.m_id || self.nade_type == NADE_TYPE_SPAWN.m_id)
return;
- if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
+ if(DEATH_ISWEAPON(deathtype, WEP_BLASTER.m_id))
{
force *= 1.5;
damage = 0;
}
- if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) && (deathtype & HITTYPE_SECONDARY))
+ if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER.m_id) && (deathtype & HITTYPE_SECONDARY))
{
force *= 0.5; // too much
frag_damage = 0;
}
- if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
+ if(DEATH_ISWEAPON(deathtype, WEP_VORTEX.m_id) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER.m_id))
{
force *= 6;
damage = self.max_health * 0.55;
}
- if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_HMG))
+ if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN.m_id) || DEATH_ISWEAPON(deathtype, WEP_HMG.m_id))
damage = self.max_health * 0.1;
- if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) // WEAPONTODO
+ if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE.m_id) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN.m_id)) // WEAPONTODO
if(deathtype & HITTYPE_SECONDARY)
{
damage = self.max_health * 0.1;
float key_pressed = self.BUTTON_HOOK;
float time_score;
- if(g_grappling_hook || client_hasweapon(self, WEP_HOOK, false, false) || (weaponsInMap & WEPSET_HOOK))
+ if(g_grappling_hook || client_hasweapon(self, WEP_HOOK.m_id, false, false) || (weaponsInMap & WEPSET_HOOK))
key_pressed = self.button16; // if hook is enabled, use an alternate key
if(self.nade)