if(targ.takedamage == DAMAGE_AIM)
if(targ != attacker)
{
- if(damage_headshotbonus > 0)
+ if(damage_headshotbonus)
{
if(targ.classname == "player")
{
deathtype |= HITTYPE_HEADSHOT;
}
if(deathtype & HITTYPE_HEADSHOT)
- damage *= 1 + damage_headshotbonus;
+ if(damage_headshotbonus > 0)
+ damage *= 1 + damage_headshotbonus;
}
entity victim;
yoda = 0;
damage_goodhits = 0;
headshot = 0;
+ damage_headshotbonus = -1; // no extra damage, just count
FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
+ damage_headshotbonus = 0;
if(g_minstagib)
{