damage = max(damage - 5, 1);
v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
- take = v_x;
- save = v_y;
+ take = v.x;
+ save = v.y;
if(sound_allowed(MSG_BROADCAST, attacker))
{
vector d;
float f;
ear1 = self.origin;
- ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
+ ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
ear2 = ear1;
makevectors(self.angles);
ear1 += v_right * -10;
v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
- take = v_x;
- save = v_y;
+ take = v.x;
+ save = v.y;
if(attacker == self)
{
if(IS_BOT_CLIENT(self) && self.health >= 1)
{
shake = damage * 5 / (bound(0,skill,100) + 1);
- self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
- self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
- self.v_angle_x = bound(-90, self.v_angle_x, 90);
+ self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
+ self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
+ self.v_angle_x = bound(-90, self.v_angle.x, 90);
}
}
else
animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
else
animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
- if (self.maxs_z > 5)
+ if (self.maxs.z > 5)
{
self.maxs_z = 5;
setsize(self, self.mins, self.maxs);