float autocvar_g_vehicles_delayspawn;
float autocvar_g_vehicles_delayspawn_jitter;
-var float autocvar_g_vehicles_vortex_damagerate = 0.5;
-var float autocvar_g_vehicles_machinegun_damagerate = 0.5;
+var float autocvar_g_vehicles_nex_damagerate = 0.5;
+var float autocvar_g_vehicles_uzi_damagerate = 0.5;
var float autocvar_g_vehicles_rifle_damagerate = 0.75;
-var float autocvar_g_vehicles_vaporizer_damagerate = 0.001;
+var float autocvar_g_vehicles_minstanex_damagerate = 0.001;
var float autocvar_g_vehicles_tag_damagerate = 5;
float autocvar_g_vehicles;
PROJECTILE_TOUCH;
self.event_damage = func_null;
- RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, world, self.shot_force, self.totalfrags, other);
+ RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
remove (self);
}
{
self.dmg_time = time;
- // WEAPONTODO
- if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
- damage *= autocvar_g_vehicles_vortex_damagerate;
+ if(DEATH_ISWEAPON(deathtype, WEP_NEX))
+ damage *= autocvar_g_vehicles_nex_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
- damage *= autocvar_g_vehicles_machinegun_damagerate;
+ if(DEATH_ISWEAPON(deathtype, WEP_UZI))
+ damage *= autocvar_g_vehicles_uzi_damagerate;
if(DEATH_ISWEAPON(deathtype, WEP_RIFLE))
damage *= autocvar_g_vehicles_rifle_damagerate;
- if(DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
- damage *= autocvar_g_vehicles_vaporizer_damagerate;
+ if(DEATH_ISWEAPON(deathtype, WEP_MINSTANEX))
+ damage *= autocvar_g_vehicles_minstanex_damagerate;
if(DEATH_ISWEAPON(deathtype, WEP_SEEKER))
damage *= autocvar_g_vehicles_tag_damagerate;