if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_HMG))
damage = self.max_health * 0.1;
- if((DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) && (deathtype & HITTYPE_SECONDARY)) // WEAPONTODO
+ if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) // WEAPONTODO
+ if(deathtype & HITTYPE_SECONDARY)
{
damage = self.max_health * 0.1;
force *= 10;
}
+ else
+ damage = self.max_health * 1.15;
self.velocity += force;