Damage(other, self, self.owner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
damage_headshotbonus = 0;
- if(self.dmg_edge != 0)
+ if(headshot)
+ f *= q;
+ if(DEATH_WEAPONOF(self.projectiledeathtype) == WEP_CAMPINGRIFLE)
{
if(headshot)
- {
- f *= q;
AnnounceTo(self.owner, "headshot");
- }
+ if(yoda)
+ AnnounceTo(self.owner, "awesome");
}
- if(yoda)
- AnnounceTo(self.owner, "awesome");
// calculate hits for ballistic weapons
if(g)