/* function */ W_Shockwave,
/* ammotype */ ammo_none,
/* impulse */ 2,
-/* flags */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_MUTATORBLOCKED,
+/* flags */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED,
/* rating */ BOT_PICKUP_RATING_LOW,
/* color */ '0.5 0.25 0',
/* modelname */ "shotgun",
);
// draw lightning beams for debugging
+#ifdef DEBUG_SHOCKWAVE
te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5);
te_customflash(targpos, 40, 2, '1 1 1');
+#endif
- is_player = (trace_ent.classname == "player" || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
+ is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
if((trace_fraction < 1) // if trace is good, apply the damage and remove self if necessary
&& (trace_ent.takedamage == DAMAGE_AIM)