float autocvar_g_vehicles;
-void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
+void vehicles_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
void vehicles_return();
void vehicles_enter();
void vehicles_touch();
#if 0
void targetdrone_think();
-void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
+void targetdrone_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
void targetdrone_renwe()
{
self.think = targetdrone_think;
setsize(self, '-100 -100 -100', '100 100 100');
}
-void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void targetdrone_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
self.health -= damage;
if(self.health <= 0)
}
// Generic vehile projectile system
-void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
// Ignore damage from oterh projectiles from my owner (dont mess up volly's)
if(inflictor.owner == self.owner)
}
}
-void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void vehicles_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
self.dmg_time = time;