void Ent_DamageInfo(float isNew)
{
- float dmg, rad, edge, thisdmg, forcemul, species, isplayer;
+ float dmg, rad, edge, thisdmg, forcemul, species, hitplayer;
vector force, thisforce;
entity oldself;
DamageEffect(w_org, thisdmg, w_deathtype, species);
if(self.isplayermodel)
- isplayer = TRUE; // this impact damaged a player
+ hitplayer = TRUE; // this impact damaged a player
}
self = oldself;
// TODO spawn particle effects and sounds based on w_deathtype
if(!DEATH_ISSPECIAL(w_deathtype))
- if not(isplayer && !rad) // don't show ground impacts for hitscan weapons if a player was hit
+ if not(hitplayer && !rad) // don't show ground impacts for hitscan weapons if a player was hit
{
float hitwep;