PROJECTILE_TOUCH(this, toucher);
this.event_damage = func_null;
- bool isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY);
- force_xyzscale.z = WEP_CVAR_BOTH(blaster, isprimary, force_zscale);
+ vector force_xyzscale = '1 1 1';
++ force_xyzscale.z = WEP_CVAR_PRI(WEP_BLASTER, force_zscale);
+
RadiusDamageForSource(
this,
(this.origin + (this.mins + this.maxs) * 0.5),
NULL,
NULL,
false,
- WEP_CVAR_BOTH(blaster, isprimary, force),
+ WEP_CVAR_PRI(WEP_BLASTER, force),
- WEP_CVAR_PRI(WEP_BLASTER, force_zscale),
+ force_xyzscale,
this.projectiledeathtype,
this.weaponentity_fld,
toucher
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- RadiusDamage(
+ vector force_xyzscale = '1 1 1';
- force_xyzscale.x = WEP_CVAR(devastator, force_xyscale);
- force_xyzscale.y = WEP_CVAR(devastator, force_xyscale);
++ force_xyzscale.x = WEP_CVAR(WEP_DEVASTATOR, force_xyscale);
++ force_xyzscale.y = WEP_CVAR(WEP_DEVASTATOR, force_xyscale);
+
+ RadiusDamageForSource(
this,
+ this.origin,
+ this.velocity,
this.realowner,
- WEP_CVAR(devastator, damage),
- WEP_CVAR(devastator, edgedamage),
- WEP_CVAR(devastator, radius),
+ WEP_CVAR(WEP_DEVASTATOR, damage),
+ WEP_CVAR(WEP_DEVASTATOR, edgedamage),
+ WEP_CVAR(WEP_DEVASTATOR, radius),
NULL,
NULL,
- WEP_CVAR(devastator, force),
+ false,
+ WEP_CVAR(WEP_DEVASTATOR, force),
+ force_xyzscale,
this.projectiledeathtype,
this.weaponentity_fld,
directhitentity