)
{ // KIll Kill Kill!!
#ifdef SVQC
- Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, blocker.origin, '0 0 0');
#endif
}
else
{
#ifdef SVQC
if((this.dmg) && (blocker.takedamage == DAMAGE_YES)) // Shall we bite?
- Damage (blocker, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
+ Damage (blocker, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, blocker.origin, '0 0 0');
#endif
// don't change direction for dead or dying stuff
{
//gib dying stuff just to make sure
if((this.dmg) && (blocker.takedamage != DAMAGE_NO)) // Shall we bite?
- Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, blocker.origin, '0 0 0');
}
#endif
}
door_fire(this.owner, actor, trigger);
}
-void door_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void door_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
if(this.spawnflags & DOOR_NOSPLASH)
if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
{
if((this.spawnflags & 8) && (blocker.takedamage != DAMAGE_NO)) { // Kill Kill Kill!!
#ifdef SVQC
- Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, blocker.origin, '0 0 0');
#endif
}
else
#ifdef SVQC
if((this.dmg) && (blocker.takedamage == DAMAGE_YES)) // Shall we bite?
- Damage (blocker, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
+ Damage (blocker, this, this, this.dmg, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, blocker.origin, '0 0 0');
#endif
//Dont chamge direction for dead or dying stuff
{
//gib dying stuff just to make sure
if((this.dmg) && (blocker.takedamage != DAMAGE_NO)) // Shall we bite?
- Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, blocker.origin, '0 0 0');
+ Damage (blocker, this, this, 10000, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, blocker.origin, '0 0 0');
}
#endif
}