float autocvar_g_midair_shieldtime;
#define autocvar_g_minstagib cvar("g_minstagib")
float autocvar_g_minstagib_ammo_drop;
-float autocvar_g_minstagib_extralives;
+//float autocvar_g_minstagib_extralives;
float autocvar_g_minstagib_speed_highspeed;
#define autocvar_g_mirrordamage cvar("g_mirrordamage")
#define autocvar_g_mirrordamage_virtual cvar("g_mirrordamage_virtual")
if(targ.classname == "player") // don't do this for vehicles
if(IsFlying(victim))
yoda = 1;
-
-<<<<<<< HEAD
- if(deathtype & HITTYPE_HEADSHOT)
- headshot = 1;
-=======
- if(g_minstagib)
- if(victim.items & IT_STRENGTH)
- yoda = 1;
->>>>>>> master
}
}
}
damage_goodhits = 0;
FireRailgunBullet (w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_MINSTANEX);
- if(headshot)
- {
- AnnounceTo(self, "headshot");
- }
if(damage_goodhits && self.minstanex_lasthit)
{
if(yoda && flying)