PROJECTILE_TOUCH;
W_BallisticBullet_Hit ();
+ if(self.dmg_radius < 0) // these NEVER penetrate solid
+ {
+ remove(self);
+ return;
+ }
+
// if we hit "weapclip", bail out
//
// rationale of this check:
proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
proj.angles = vectoangles(proj.velocity);
- if(bulletconstant)
+ if(bulletconstant > 0)
proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
- else
+ else if(bulletconstant == 0)
proj.dmg_radius = 0;
+ else
+ proj.dmg_radius = -1;
// so: bulletconstant = bullet mass / area of bullet circle
setorigin(proj, start);
proj.flags = FL_PROJECTILE;
W_BallisticBullet_Hit();
}
+ if(proj.dmg_radius < 0) // these NEVER penetrate solid
+ break;
+
// if we hit "weapclip", bail out
//
// rationale of this check: