MSG_INFO_NOTIF(INFO_DEATH_MURDER_VH_WAKI_DEATH, 2, 1, XPD(s1, s2, SPREE_END), XPD(s2, s1), "notify_death", _("^BG%s^K1 got caught in the blast when ^BG%s^K1%s\n"), "") \
MSG_INFO_NOTIF(INFO_DEATH_MURDER_VH_RAPT_CANNON, 2, 1, XPD(s1, s2, SPREE_END), XPD(s2, s1), "notify_death", _("^BG%s^K1 couldn't resist ^BG%s^K1 purple blobs%s\n"), "") \
MSG_INFO_NOTIF(INFO_DEATH_MURDER_VH_RAPT_BOMB, 2, 1, XPD(s1, s2, SPREE_END), XPD(s2, s1), "notify_death", _("^BG%s^K1 was cluster bombed by ^BG%s^K1%s\n"), "") \
+ MSG_INFO_NOTIF(INFO_DEATH_MURDER_VH_RAPT_FRAGMENT, 2, 1, XPD(s1, s2, SPREE_END), XPD(s2, s1), "notify_death", _("^BG%s^K1 was cluster bombed by ^BG%s^K1%s\n"), "") \
MSG_INFO_NOTIF(INFO_DEATH_MURDER_VH_RAPT_DEATH, 2, 1, XPD(s1, s2, SPREE_END), XPD(s2, s1), "notify_death", _("^BG%s^K1 got caught in the blast when ^BG%s^K1%s\n"), "") \
MSG_INFO_NOTIF(INFO_DEATH_MURDER_VH_BUMB_GUN, 2, 1, XPD(s1, s2, SPREE_END), XPD(s2, s1), "notify_death", _("^BG%s^K1 foobar by ^BG%s^K1%s\n"), "") \
MSG_INFO_NOTIF(INFO_DEATH_MURDER_VH_BUMB_RAY, 2, 1, XPD(s1, s2, SPREE_END), XPD(s2, s1), "notify_death", _("^BG%s^K1 foobar by ^BG%s^K1%s\n"), "") \
vehicles_projectile("bigplasma_muzzleflash", "weapons/flacexp3.wav",
v, normalize(v_forward + randomvec() * autocvar_g_vehicle_bumblebee_cannon_spread) * autocvar_g_vehicle_bumblebee_cannon_speed,
autocvar_g_vehicle_bumblebee_cannon_damage, autocvar_g_vehicle_bumblebee_cannon_radius, autocvar_g_vehicle_bumblebee_cannon_force, 0,
- DEATH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, TRUE, TRUE, _owner);
+ DEATH_VH_BUMB_GUN, PROJECTILE_BUMBLE_GUN, 0, TRUE, TRUE, _owner);
}
float bumb_gunner_frame()
autocvar_g_vehicle_bumblebee_blowup_edgedamage,
autocvar_g_vehicle_bumblebee_blowup_radius, self,
autocvar_g_vehicle_bumblebee_blowup_forceintensity,
- DEATH_WAKIBLOWUP, world);
+ DEATH_VH_BUMB_DEATH, world);
sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
pointparticles(particleeffectnum("explosion_large"), randomvec() * 80 + (self.origin + '0 0 100'), '0 0 0', 1);
bolt = vehicles_projectile("wakizashi_gun_muzzleflash", "weapons/lasergun_fire.wav",
v, normalize(v_forward + randomvec() * autocvar_g_vehicle_racer_cannon_spread) * autocvar_g_vehicle_racer_cannon_speed,
autocvar_g_vehicle_racer_cannon_damage, autocvar_g_vehicle_racer_cannon_radius, autocvar_g_vehicle_racer_cannon_force, 0,
- DEATH_WAKIGUN, PROJECTILE_WAKICANNON, 0, TRUE, TRUE, self.owner);
+ DEATH_VH_WAKI_GUN, PROJECTILE_WAKICANNON, 0, TRUE, TRUE, self.owner);
// Fix z-aim (for chase mode)
v = normalize(trace_endpos - bolt.origin);
entity rocket = rocket = vehicles_projectile("wakizashi_rocket_launch", "weapons/rocket_fire.wav",
v, v_forward * autocvar_g_vehicle_racer_rocket_speed,
autocvar_g_vehicle_racer_rocket_damage, autocvar_g_vehicle_racer_rocket_radius, autocvar_g_vehicle_racer_rocket_force, 3,
- DEATH_WAKIROCKET, PROJECTILE_WAKIROCKET, 20, FALSE, FALSE, self.owner);
+ DEATH_VH_WAKI_ROCKET, PROJECTILE_WAKIROCKET, 20, FALSE, FALSE, self.owner);
rocket.lip = autocvar_g_vehicle_racer_rocket_accel * sys_frametime;
rocket.wait = autocvar_g_vehicle_racer_rocket_turnrate;
autocvar_g_vehicle_racer_blowup_edgedamage,
autocvar_g_vehicle_racer_blowup_radius, world,
autocvar_g_vehicle_racer_blowup_forceintensity,
- DEATH_WAKIBLOWUP, world);
+ DEATH_VH_WAKI_DEATH, world);
self.nextthink = time + autocvar_g_vehicle_racer_respawntime;
self.think = racer_spawn_default;
RadiusDamage (self, self.realowner, autocvar_g_vehicle_raptor_bomblet_damage,
autocvar_g_vehicle_raptor_bomblet_edgedamage,
autocvar_g_vehicle_raptor_bomblet_radius, world,
- autocvar_g_vehicle_raptor_bomblet_force, DEATH_RAPTOR_BOMB, world);
+ autocvar_g_vehicle_raptor_bomblet_force, DEATH_VH_RAPT_BOMB, world);
remove(self);
}
entity bomblet;
float i;
- Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_RAPTOR_BOMB_SPLIT, 0, self);
+ Damage_DamageInfo(self.origin, 0, 0, 0, '0 0 0', DEATH_VH_RAPT_FRAGMENT, 0, self);
for(i = 0; i < autocvar_g_vehicle_raptor_bomblets; ++i)
{
vehicles_projectile("raptor_cannon_muzzleflash", "weapons/lasergun_fire.wav",
gettaginfo(gun, gettagindex(gun, tagname)), normalize(v_forward + randomvec() * autocvar_g_vehicle_raptor_cannon_spread) * autocvar_g_vehicle_raptor_cannon_speed,
autocvar_g_vehicle_raptor_cannon_damage, autocvar_g_vehicle_raptor_cannon_radius, autocvar_g_vehicle_raptor_cannon_force, 0,
- DEATH_RAPTOR_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE, self.owner);
+ DEATH_VH_RAPT_CANNON, PROJECTILE_RAPTORCANNON, 0, TRUE, TRUE, self.owner);
}
void raptor_think()
{
self.deadflag = DEAD_DEAD;
self.vehicle_exit(VHEF_NORMAL);
- RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_WAKIBLOWUP, world);
+ RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_VH_RAPT_DEATH, world);
self.alpha = -1;
self.movetype = MOVETYPE_NONE;
rocket = vehicles_projectile("spiderbot_rocket_launch", "weapons/rocket_fire.wav",
v, normalize(randomvec() * autocvar_g_vehicle_spiderbot_rocket_spread + v_forward) * autocvar_g_vehicle_spiderbot_rocket_speed,
autocvar_g_vehicle_spiderbot_rocket_damage, autocvar_g_vehicle_spiderbot_rocket_radius, autocvar_g_vehicle_spiderbot_rocket_force, 1,
- DEATH_SBROCKET, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health, FALSE, TRUE, self.owner);
+ DEATH_VH_SPID_ROCKET, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health, FALSE, TRUE, self.owner);
crosshair_trace(self.owner);
float _dist = (random() * autocvar_g_vehicle_spiderbot_rocket_radius) + vlen(v - trace_endpos);
_dist -= (random() * autocvar_g_vehicle_spiderbot_rocket_radius) ;
rocket = vehicles_projectile("spiderbot_rocket_launch", "weapons/rocket_fire.wav",
v, normalize(v_forward) * autocvar_g_vehicle_spiderbot_rocket_speed,
autocvar_g_vehicle_spiderbot_rocket_damage, autocvar_g_vehicle_spiderbot_rocket_radius, autocvar_g_vehicle_spiderbot_rocket_force, 1,
- DEATH_SBROCKET, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health, FALSE, FALSE, self.owner);
+ DEATH_VH_SPID_ROCKET, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health, FALSE, FALSE, self.owner);
crosshair_trace(self.owner);
rocket.pos1 = trace_endpos;
rocket.nextthink = time;
rocket = vehicles_projectile("spiderbot_rocket_launch", "weapons/rocket_fire.wav",
v, normalize(v_forward) * autocvar_g_vehicle_spiderbot_rocket_speed,
autocvar_g_vehicle_spiderbot_rocket_damage, autocvar_g_vehicle_spiderbot_rocket_radius, autocvar_g_vehicle_spiderbot_rocket_force, 1,
- DEATH_SBROCKET, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health, FALSE, TRUE, self.owner);
+ DEATH_VH_SPID_ROCKET, PROJECTILE_SPIDERROCKET, autocvar_g_vehicle_spiderbot_rocket_health, FALSE, TRUE, self.owner);
crosshair_trace(self.owner);
//void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float headshotbonus, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
fireBallisticBullet(v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_speed,
- 5, autocvar_g_vehicle_spiderbot_minigun_damage, 0, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_SBMINIGUN, 0, 1, autocvar_g_vehicle_spiderbot_minigun_bulletconstant);
+ 5, autocvar_g_vehicle_spiderbot_minigun_damage, 0, autocvar_g_vehicle_spiderbot_minigun_force, DEATH_VH_SPID_MINIGUN, 0, 1, autocvar_g_vehicle_spiderbot_minigun_bulletconstant);
endFireBallisticBullet();
// fireBullet (v, v_forward, autocvar_g_vehicle_spiderbot_minigun_spread, autocvar_g_vehicle_spiderbot_minigun_damage,
-// autocvar_g_vehicle_spiderbot_minigun_spread, DEATH_SBMINIGUN, 0);
+// autocvar_g_vehicle_spiderbot_minigun_spread, DEATH_VH_SPID_MINIGUN, 0);
sound (gun, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTN_NORM);
//trailparticles(self, particleeffectnum("spiderbot_minigun_trail"), v, trace_endpos);
SUB_SetFade(g1, time, min(autocvar_g_vehicle_spiderbot_respawntime, 10));
SUB_SetFade(g2, time, min(autocvar_g_vehicle_spiderbot_respawntime, 10));
- RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_SBBLOWUP, world);
+ RadiusDamage (self, self.enemy, 250, 15, 250, world, 250, DEATH_VH_SPID_DEATH, world);
self.alpha = self.tur_head.alpha = self.gun1.alpha = self.gun2.alpha = -1;
self.movetype = MOVETYPE_NONE;
if(vehicles_crushable(other))
{
if(vlen(self.velocity) != 0)
- Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VHCRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
+ Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VH_CRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
return; // Dont do selfdamage when hitting "soft targets".
}