else { return; } // objects don't bleed
}
- e = spawn();
+ e = new(damage);
+ make_pure(e);
setmodel(e, MDL_Null); // necessary to attach and read origin
setattachment(e, self, gettaginfo_name); // attach to the given bone
- e.classname = "damage";
e.owner = self;
e.cnt = time + life;
e.team = _particleeffectnum(effectname);
void Ent_DamageInfo(float isNew)
{SELFPARAM();
+ make_pure(this);
float thedamage, rad, edge, thisdmg;
bool hitplayer = false;
int species, forcemul;