float is_from_enemy = (inflictor.realowner != self.realowner);
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_from_enemy))
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
return; // g_projectiles_damage says to halt
self.health = self.health - damage;
self.angles = vectoangles(self.velocity);
- print(strcat("mine health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n"));
-
if (self.health <= 0)
W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
}
if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
{
ammo_amount = self.ammo_rockets >= autocvar_g_balance_minelayer_ammo;
- ammo_amount += self.weapon_load[WEP_MINE_LAYER] >= autocvar_g_balance_minelayer_ammo;
+ ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= autocvar_g_balance_minelayer_ammo;
return ammo_amount;
}
}