self.vehicle_shieldent.think = shieldhit_think;
}
-
self.vehicle_shieldent.colormod = '1 1 1';
self.vehicle_shieldent.alpha = 0.45;
self.vehicle_shieldent.angles = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
if(self.vehicle_shield < 0)
{
+ self.vehicle_health -= fabs(self.vehicle_shield);
self.vehicle_shieldent.colormod = '2 0 0';
self.vehicle_shield = 0;
self.vehicle_shieldent.alpha = 0.75;
- self.vehicle_health -= fabs(self.vehicle_shield);
+
+ if(sound_allowed(MSG_BROADCAST, attacker))
+ spamsound (self, CHAN_PROJECTILE, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
}
+ else
+ if(sound_allowed(MSG_BROADCAST, attacker))
+ spamsound (self, CHAN_PROJECTILE, "onslaught/electricity_explode.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
+
}
else
+ {
self.vehicle_health -= damage;
+ if(sound_allowed(MSG_BROADCAST, attacker))
+ spamsound (self, CHAN_PROJECTILE, "onslaught/ons_hit2.wav", VOL_BASE, ATTN_NORM); // FIXME: PLACEHOLDER
+ }
+
self.velocity += force; // * (vlen(force) / self.mass);
if(self.vehicle_health <= 0)