float t;
t = 1.0 / g_weaponratefactor;
- if(g_runematch)
- {
- if(self.runes & RUNE_SPEED)
- {
- if(self.runes & CURSE_SLOW)
- t = t * autocvar_g_balance_rune_speed_combo_atkrate;
- else
- t = t * autocvar_g_balance_rune_speed_atkrate;
- }
- else if(self.runes & CURSE_SLOW)
- {
- t = t * autocvar_g_balance_curse_slow_atkrate;
- }
- }
-
return t;
}
vector org;
float lag;
- if(player.hitplotfh >= 0)
+ if(player.hitplotfh >= 0 && !(player.flags & FL_MONSTER))
{
lag = ANTILAG_LATENCY(player);
if(lag < 0.001)
void W_AttachToShotorg(entity flash, vector offset)
{
+ if(self.flags & FL_MONSTER)
+ return; // no flash for monsters
entity xflash;
flash.owner = self;
flash.angles_z = random() * 360;
void W_DecreaseAmmo(.float ammo_type, float ammo_use, float ammo_reload)
{
+ if(self.flags & FL_MONSTER) // no ammo for monsters... yet
+ return;
+
if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !ammo_reload)
return;