ent.punchangle_x = recoil * -1;
if (snd != SND_Null) {
- sound (ent, chan, snd, ((W_DualWielding(ent) > 1) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
+ sound (ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
W_PlayStrengthSound(ent);
}
// apply the damage
if (it.takedamage)
- Damage (it, this, this, bdamage * foff, deathtype, hitloc, it.railgunforce * ffs);
+ Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
// create a small explosion to throw gibs around (if applicable)
//setorigin(explosion, hitloc);
MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
damage = M_ARGV(4, float);
float g = accuracy_isgooddamage(this, hit);
- Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
+ Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left);
// calculate hits for ballistic weapons
if(g)
{