float oldsolid;
vector vecs, dv;
oldsolid = ent.dphitcontentsmask;
- if(ent.weapon == WEP_RIFLE)
+ if(ent.weapon == WEP_RIFLE.m_id)
ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
else
ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
//explosion = spawn();
// Find all non-hit players the beam passed close by
- if(deathtype == WEP_VAPORIZER || deathtype == WEP_VORTEX)
+ if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
{
FOR_EACH_REALCLIENT(msg_entity)
if(msg_entity != self)