float autocvar_g_vehicles_delayspawn;
float autocvar_g_vehicles_delayspawn_jitter;
-var float autocvar_g_vehicles_nex_damagerate = 0.5;
+var float autocvar_g_vehicles_vortex_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;
{
self.dmg_time = time;
- if(DEATH_ISWEAPON(deathtype, WEP_NEX))
- damage *= autocvar_g_vehicles_nex_damagerate;
+ // WEAPONTODO
+ if(DEATH_ISWEAPON(deathtype, WEP_VORTEX))
+ damage *= autocvar_g_vehicles_vortex_damagerate;
if(DEATH_ISWEAPON(deathtype, WEP_UZI))
damage *= autocvar_g_vehicles_uzi_damagerate;