self.dmg_time = time;
// WEAPONTODO
- if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
+ if(DEATH_ISWEAPON(deathtype, WEP_VORTEX.m_id))
damage *= autocvar_g_vehicles_vortex_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
+ if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN.m_id))
damage *= autocvar_g_vehicles_machinegun_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
+ if(DEATH_ISWEAPON(deathtype, WEP_RIFLE.m_id))
damage *= autocvar_g_vehicles_rifle_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
+ if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER.m_id))
damage *= autocvar_g_vehicles_vaporizer_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
+ if(DEATH_ISWEAPON(deathtype, WEP_SEEKER.m_id))
damage *= autocvar_g_vehicles_tag_damagerate;
self.enemy = attacker;