self.dmg_time = time;
// WEAPONTODO
- if(DEATH_ISWEAPON(deathtype, WEP_VORTEX.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
damage *= autocvar_g_vehicles_vortex_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
damage *= autocvar_g_vehicles_machinegun_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_RIFLE.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
damage *= autocvar_g_vehicles_rifle_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
damage *= autocvar_g_vehicles_vaporizer_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_SEEKER.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
damage *= autocvar_g_vehicles_tag_damagerate;
- if(DEATH_WEAPONOFWEAPONDEATH(deathtype))
+ if(DEATH_WEAPONOF(deathtype) != WEP_Null)
damage *= autocvar_g_vehicles_weapon_damagerate;
self.enemy = attacker;
if(_minspeed < wc)
{
float take = min(_speedfac * wc, _maxpain);
- Damage (self, world, world, take, DEATH_FALL, self.origin, '0 0 0');
+ Damage (self, world, world, take, DEATH_FALL.m_id, self.origin, '0 0 0');
self.play_time = time + 0.25;
//dprint("wc: ", ftos(wc), "\n");
if(vehicles_crushable(other))
{
if(vlen(self.velocity) >= 30)
- Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
+ Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
return; // Dont do selfdamage when hitting "soft targets".
}