void() monsterinwall =
{
- local entity e;
+ entity e;
if (!autocvar_developer)
return;
// this is handy for level designers,
// spread think times so they don't all happen at same time
self.nextthink = self.nextthink + random()*0.5 + 0.1;
self.iscreature = TRUE;
+ self.damagedbycontents = TRUE;
force_retouch = 2; // mainly to detect teleports
}
}
self.iscreature = TRUE;
+ self.damagedbycontents = TRUE;
force_retouch = 2; // mainly to detect teleports
}
}
self.iscreature = TRUE;
+ self.damagedbycontents = TRUE;
force_retouch = 2; // mainly to detect teleports
void(vector org, float bodydamage, float armordamage, vector force, float damgtype) genericbleedfunc =
{
- local vector v;
+ vector v;
v = '0 0 0' - force * 0.05;
if (armordamage > 0)
te_spark(org, v, armordamage * 3);