sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
- autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, this.enemy);
+ autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this);
}
}
else if ( health_factor < 0 )
{
- Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,toucher.origin,'0 0 0');
+ Damage(toucher,this,this.realowner,-health_factor,DEATH_NADE_HEAL.m_id,DMG_NOWEP,toucher.origin,'0 0 0');
}
}
if(nade_blast)
{
RadiusDamage(this, this.realowner, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage,
- autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, this.enemy);
+ autocvar_g_nades_nade_radius, this, NULL, autocvar_g_nades_nade_force, this.projectiledeathtype, DMG_NOWEP, this.enemy);
Damage_DamageInfo(this.origin, autocvar_g_nades_nade_damage, autocvar_g_nades_nade_edgedamage, autocvar_g_nades_nade_radius, '1 1 1' * autocvar_g_nades_nade_force, this.projectiledeathtype, 0, this);
}
this.nextthink = max(this.wait, time);
}
-void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void nade_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
if(ITEM_DAMAGE_NEEDKILL(deathtype))
{
makevectors(e.v_angle);
// NOTE: always throw from first weapon entity?
- W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0);
+ W_SetupShot(e, _nade.weaponentity_fld, false, false, SND_Null, CH_WEAPON_A, 0, DEATH_NADE.m_id);
vector offset = (v_forward * autocvar_g_nades_throw_offset.x)
+ (v_right * autocvar_g_nades_throw_offset.y)