float autocvar_g_vehicles_delayspawn_jitter;
float autocvar_g_vehicles_allow_flagcarry;
+float autocvar_g_vehicles_nex_damagerate = 0.5;
+float autocvar_g_vehicles_uzi_damagerate = 0.5;
+float autocvar_g_vehicles_rifle_damagerate = 0.75;
+float autocvar_g_vehicles_minstanex_damagerate = 0.001;
+
+
void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
void vehicles_return();
void vehicles_enter();
}
return self.origin;
}
+
+#if 0
void targetdrone_think();
void targetdrone_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
void targetdrone_renwe()
drone.nextthink = time + 0.1;
drone.cnt = _autorenew;
}
+#endif
void vehicles_locktarget(float incr, float decr, float _lock_time)
{
self.think = self.use;
self.nextthink = time;
}
-
}
void vehicles_projectile_explode()
void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
self.dmg_time = time;
+
+ if(DEATH_ISWEAPON(deathtype, WEP_NEX))
+ damage *= autocvar_g_vehicles_nex_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_MINSTANEX))
+ damage *= autocvar_g_vehicles_minstanex_damagerate;
if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
{
set g_vehicles_delayspawn 1
set g_vehicles_delayspawn_jitter 10
set g_vehicles_allow_flagcarry 1
+
+set g_vehicles_nex_damagerate 0.5
+set g_vehicles_uzi_damagerate 0.5
+set g_vehicles_rifle_damagerate 0.5
+set g_vehicles_minstanex_damagerate 0.001
\ No newline at end of file