}
else if (attacker.classname == "player")
{
- if(teamplay && attacker.team == targ.team)
+ if(!IsDifferentTeam(attacker, targ))
{
if(attacker.team == COLOR_TEAM1)
type = KILL_TEAM_RED;
if (gameover || targ.killcount == -666)
return;
- local entity oldself;
+ entity oldself;
oldself = self;
self = targ;
damage_targ = targ;
damage = 0;
force = '0 0 0';
}
- else if(teamplay && attacker.team == targ.team)
+ else if(!IsDifferentTeam(attacker, targ))
{
if(autocvar_teamplay_mode == 1)
damage = 0;
{
vector v;
v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
+ v_z = 0; // fteqcc sucks
attacker.dmg_take += v_x;
attacker.dmg_save += v_y;
attacker.dmg_inflictor = inflictor;
{
vector v;
v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
+ v_z = 0; // fteqcc sucks
targ.dmg_take += v_x;
targ.dmg_save += v_y;
targ.dmg_inflictor = inflictor;
damage = 0;
- if(!autocvar_g_friendlyfire_virtual_force)
- force = '0 0 0';
+ if(!autocvar_g_friendlyfire_virtual_force)
+ force = '0 0 0';
}
}
else
if(targ.takedamage == DAMAGE_AIM)
if(targ != attacker)
{
- if(targ.classname == "player")
+ if(damage_headshotbonus > 0)
{
- // HEAD SHOT:
- // find height of hit on player axis
- // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
- vector headmins, headmaxs, org;
- org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
- headmins = org + GetHeadshotMins(targ);
- headmaxs = org + GetHeadshotMaxs(targ);
- if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
+ if(targ.classname == "player")
+ {
+ // HEAD SHOT:
+ // find height of hit on player axis
+ // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
+ vector headmins, headmaxs, org;
+ org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
+ headmins = org + GetHeadshotMins(targ);
+ headmaxs = org + GetHeadshotMaxs(targ);
+ if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
+ {
+ deathtype |= HITTYPE_HEADSHOT;
+ }
+ }
+ else if(targ.classname == "turret_head")
{
deathtype |= HITTYPE_HEADSHOT;
}
+ if(deathtype & HITTYPE_HEADSHOT)
+ damage *= 1 + damage_headshotbonus;
}
- else if(targ.classname == "turret_head")
- {
- deathtype |= HITTYPE_HEADSHOT;
- }
- if(deathtype & HITTYPE_HEADSHOT)
- damage *= 1 + damage_headshotbonus;
entity victim;
if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
finaldmg = coredamage * power + edgedamage * (1 - power);
if (finaldmg > 0)
{
- local float a;
- local float c;
- local float hits;
- local float total;
- local float hitratio;
- local vector hitloc;
- local vector myblastorigin;
+ float a;
+ float c;
+ float hits;
+ float total;
+ float hitratio;
+ vector hitloc;
+ vector myblastorigin;
myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
center = targ.origin + (targ.mins + targ.maxs) * 0.5;
// if it's a player, use the view origin as reference