// damage resistance (ignore most of the damage from a bullet or similar)
damage = max(damage - 5, 1);
- v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
+ v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
take = v_x;
save = v_y;
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
- v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
+ v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
take = v_x;
save = v_y;
if(vbot || IS_REAL_CLIENT(self))
if(abot || IS_REAL_CLIENT(attacker))
if(attacker && self != attacker)
- if(IsDifferentTeam(self, attacker))
+ if(DIFF_TEAM(self, attacker))
{
if(DEATH_ISSPECIAL(deathtype))
awep = attacker.weapon;
if not(IS_PLAYER(source))
{
if not(intermission_running)
- if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
+ if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
teamsay = -1; // spectators
}