void W_Vaporizer_Attack(void)
{
- float flying;
+ float flying, vaporizer_damage;
flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
+ vaporizer_damage = ((WEP_CVAR_PRI(vaporizer, damage) > 0) ? WEP_CVAR_PRI(vaporizer, damage) : 10000);
- W_SetupShot(self, TRUE, 0, "", CH_WEAPON_A, vaporizer_damage);
- W_SetupShot(self, true, 0, "", CH_WEAPON_A, 10000);
++ W_SetupShot(self, true, 0, "", CH_WEAPON_A, vaporizer_damage);
// handle sound separately so we can change the volume
// added bonus: no longer plays the strength sound (strength gives no bonus to instakill anyway)
sound (self, CH_WEAPON_A, "weapons/minstanexfire.wav", VOL_BASE * 0.8, ATTEN_NORM);
case IT_NAILS: item_name = "item-extralife"; item_color = '1 0 0'; break;
case IT_INVINCIBLE: item_name = "item-speed"; item_color = '1 0 1'; break;
}
- return FALSE;
+ return false;
}
+MUTATOR_HOOKFUNCTION(instagib_PlayerDies)
+{
+ if(DEATH_ISWEAPON(frag_deathtype, WEP_VAPORIZER))
+ frag_damage = 1000; // always gib if it was a vaporizer death
+
+ return FALSE;
+}
+
MUTATOR_HOOKFUNCTION(instagib_ItemTouch)
{
if(self.ammo_cells)