}
// 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)
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);
}
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;
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");
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".
}