if (self.health <= 0)
return;
- if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, 0)) // no exceptions
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
self.health = self.health - damage;
self.angles = vectoangles(self.velocity);
- print(strcat("rocket health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n"));
-
if (self.health <= 0)
W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
}
{
if(autocvar_g_balance_rocketlauncher_reload_ammo)
{
- if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.weapon_load[WEP_ROCKET_LAUNCHER] < autocvar_g_balance_rocketlauncher_ammo)
+ if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo && self.(weapon_load[WEP_ROCKET_LAUNCHER]) < autocvar_g_balance_rocketlauncher_ammo)
ammo_amount = TRUE;
}
else if(self.ammo_rockets < autocvar_g_balance_rocketlauncher_ammo)