\r
// lean the player based on the amount of damage taken\r
if(cvar("g_leanplayer_damage"))\r
- if(WEP_VALID(DEATH_WEAPONOF(deathtype))) // only for damage caused by weapons\r
+ if(targ.classname == "player" && WEP_VALID(DEATH_WEAPONOF(deathtype))) // only for damage caused by weapons\r
{\r
targ.leanangle_damage_loc = hitloc - targ.origin;\r
targ.leanangle_damage_force += force * cvar("g_leanplayer_damage"); // keep existing force if any\r
if(trace_fraction < 1) // should always be true, but just in case\r
{\r
Damage(trace_ent, self, self, cvar("g_balance_grabber_secondary_damage"), WEP_GRABBER | HITTYPE_SECONDARY, trace_endpos, cvar("g_balance_grabber_secondary_force") * w_shotdir);\r
- trace_ent.armorvalue = bound(0, trace_ent.armorvalue - cvar("g_balance_grabber_secondary_armordamage"), cvar("g_balance_armor_limit"));\r
- trace_ent.grabber_stunned = time + cvar("g_balance_grabber_secondary_stun_maxtime") * random();\r
-\r
pointparticles(particleeffectnum("grabber_impact2"), trace_endpos, '0 0 0', 1);\r
+\r
if(trace_ent.classname == "player")\r
+ {\r
+ trace_ent.armorvalue = bound(0, trace_ent.armorvalue - cvar("g_balance_grabber_secondary_armordamage"), cvar("g_balance_armor_limit"));\r
+ trace_ent.grabber_stunned = time + cvar("g_balance_grabber_secondary_stun_maxtime") * random();\r
sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_player.wav", VOL_BASE, ATTN_NORM);\r
+ }\r
else\r
{\r
sound (self, CHAN_PROJECTILE, "weapons/grabber_impact2_world.wav", VOL_BASE, ATTN_NORM);\r
\r
- 0.7: Rearrange player colors and make them the same as in Xonotic.\r
\r
-- 0.7 BUG: Fix the world reporting leanangle again when shooting it\r
-\r
- 0.7 | 0.8: Add cubemap reflections for eX and trak5\r
\r
- 0.7 | 0.8: Maybe find better footstep sounds?\r
\r
-- 0.7 | 0.8 BUG: Gibbed dead bodies seem to keep throwing gibs infinitely on dedicated servers.\r
+- 0.7 | 0.8 BUG: Gibbed dead bodies seem to keep throwing gibs infinitely sometimes.\r
\r
- 0.8: Chat portraits for all models.\r
\r