// we do it this way, so rm can be toggled during the match
if(!autocvar_g_rm) { return false; }
- if(DEATH_ISWEAPON(frag_deathtype, WEP_DEVASTATOR.m_id))
+ if(DEATH_ISWEAPON(frag_deathtype, WEP_DEVASTATOR))
if(frag_attacker == frag_target || frag_target.classname == "nade")
frag_damage = 0;
if(autocvar_g_rm_laser)
- if(DEATH_ISWEAPON(frag_deathtype, WEP_ELECTRO.m_id))
+ if(DEATH_ISWEAPON(frag_deathtype, WEP_ELECTRO))
if(frag_attacker == frag_target || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
frag_damage = 0;
// we do it this way, so rm can be toggled during the match
if(!autocvar_g_rm) { return false; }
- if(DEATH_ISWEAPON(frag_deathtype, WEP_DEVASTATOR.m_id) || DEATH_ISWEAPON(frag_deathtype, WEP_ELECTRO.m_id))
+ if(DEATH_ISWEAPON(frag_deathtype, WEP_DEVASTATOR) || DEATH_ISWEAPON(frag_deathtype, WEP_ELECTRO))
frag_damage = 1000; // always gib if it was a vaporizer death
return false;