]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/vehicles/sv_vehicles.qc
Give Damage a weaponentity parameter (fixes some dual wielding related issues)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / sv_vehicles.qc
index 5505d5d587a18afb14ca15222986b90386ae22fc..63d662923a75d60310848c39415dab54d3a1a910 100644 (file)
@@ -201,7 +201,7 @@ vector vehicles_force_fromtag_maglev(entity this, string tag_name, float spring_
 }
 
 // projectile handling
-void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void vehicles_projectile_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
        // Ignore damage from oterh projectiles from my owner (dont mess up volly's)
        if(inflictor.owner == this.owner)
@@ -232,7 +232,7 @@ void vehicles_projectile_explode(entity this, entity toucher)
        PROJECTILE_TOUCH(this, toucher);
 
        this.event_damage = func_null;
-       RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.totalfrags, toucher);
+       RadiusDamage (this, this.realowner, this.shot_dmg, 0, this.shot_radius, this, NULL, this.shot_force, this.totalfrags, DMG_NOWEP, toucher);
 
        delete(this);
 }
@@ -640,7 +640,7 @@ void vehicles_frame(entity this, entity actor)
        vehicles_painframe(this);
 }
 
-void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void vehicles_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
        this.dmg_time = time;
 
@@ -753,7 +753,7 @@ void vehicles_impact(entity this, float _minspeed, float _speedfac, float _maxpa
                if(_minspeed < wc)
                {
                        float take = min(_speedfac * wc, _maxpain);
-                       Damage (this, NULL, NULL, take, DEATH_FALL.m_id, this.origin, '0 0 0');
+                       Damage (this, NULL, NULL, take, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
                        this.play_time = time + 0.25;
 
                        //dprint("wc: ", ftos(wc), "\n");
@@ -901,7 +901,7 @@ void vehicles_touch(entity this, entity toucher)
                if(vehicles_crushable(toucher))
                {
                        if(vdist(this.velocity, >=, 30))
-                               Damage(toucher, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, '0 0 0', normalize(toucher.origin - this.origin) * autocvar_g_vehicles_crush_force);
+                               Damage(toucher, this, this.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH.m_id, DMG_NOWEP, '0 0 0', normalize(toucher.origin - this.origin) * autocvar_g_vehicles_crush_force);
 
                        return; // Dont do selfdamage when hitting "soft targets".
                }