return trace_hits_box(start, end, headmins, headmaxs);
}
-void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
+void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, bool headshot_notify, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
{
vector dir = normalize(end - start);
vector force = dir * bforce;
end = end + dir;
float totaldmg = 0;
+ bool headshot = false; // indicates that one of the targets hit was a headshot
// trace multiple times until we hit a wall, each obstacle will be made
// non-solid so we can hit the next, while doing this we spawn effects and
if (trace_ent == NULL || trace_fraction == 1)
break;
+ if(headshot_notify && !headshot && Headshot(trace_ent, this, start, end))
+ headshot = true;
+
// make the entity non-solid so we can hit the next one
IL_PUSH(g_railgunhit, trace_ent);
trace_ent.railgunhit = true;
IL_CLEAR(g_railgunhit);
+ if(headshot)
+ Send_Notification(NOTIF_ONE, this, MSG_ANNCE, ANNCE_HEADSHOT);
+
// calculate hits and fired shots for hitscan
if(this.(weaponentity))
accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg));