{
// removal from the list is handled below
- // get the details we need to call the damage function
- vector hitloc = it.railgunhitloc;
-
float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
// apply the damage
if (it.takedamage)
- Damage(it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
+ Damage(it, this, this, bdamage * foff, deathtype, weaponentity, it.railgunhitloc, it.railgunforce * ffs);
it.railgunhitloc = '0 0 0';
it.railgunhitsolidbackup = SOLID_NOT;