)
);
#endif
-
+
// =======
// SUICIDE
// =======
Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
break;
}
-
+
default:
{
Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
GiveFrags(attacker, targ, -1, deathtype);
attacker.killcount = 0;
-
+
Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
0);
break;
}
-
+
default:
{
Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
{
float mirrordamage;
float mirrorforce;
- float complainteamdamage = 0;
+ float complainteamdamage = 0;
entity attacker_save;
mirrordamage = 0;
mirrorforce = 0;
// exit the vehicle before killing (fixes a crash)
if(IS_PLAYER(targ) && targ.vehicle)
vehicles_exit(VHEF_RELESE);
-
+
// These are ALWAYS lethal
// No damage modification here
// Instead, prepare the victim for his death...
force = force * g_weaponforcefactor;
mirrorforce *= g_weaponforcefactor;
}
-
+
if(targ.frozen && deathtype != DEATH_HURTTRIGGER)
{
damage = 0;
force *= 0.2;
}
-
+
// should this be changed at all? If so, in what way?
frag_attacker = attacker;
frag_target = targ;
damage = frag_damage;
mirrordamage = frag_mirrordamage;
force = frag_force;
-
+
if (!g_minstagib)
{
// apply strength multiplier
if(maxtime > mintime || maxdps > mindps)
{
// Constraints:
-
+
// damage we have right now
mindamage = mindps * mintime;