proj.event_damage = func_null;
proj.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, proj);
+ IL_PUSH(g_bot_dodge, proj);
proj.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, proj);
proj.bouncefactor = 0.3;
proj.bouncestop = 0.05;
proj.event_damage = W_Electro_Orb_Damage;
proj.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, proj);
+ IL_PUSH(g_bot_dodge, proj);
proj.damagedbycontents = (WEP_CVAR_SEC(electro, damagedbycontents));
+ if(proj.damagedbycontents)
+ IL_PUSH(g_damagedbycontents, proj);
proj.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
.string cvar_cl_physics;
- .bool init_for_player_needed;
.void(entity this, entity player) init_for_player;
+IntrusiveList g_damagedbycontents;
+STATIC_INIT(g_damagedbycontents) { g_damagedbycontents = IL_NEW(); }
+
IntrusiveList g_monsters;
STATIC_INIT(g_monsters) { g_monsters = IL_NEW(); }