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Fix nades not interacting properly with the overkill shotgun
author
Mario <mario.mario@y7mail.com>
Wed, 20 May 2020 10:55:15 +0000
(20:55 +1000)
committer
Mario <mario.mario@y7mail.com>
Wed, 20 May 2020 10:55:15 +0000
(20:55 +1000)
qcsrc/common/mutators/mutator/nades/nades.qc
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diff --git
a/qcsrc/common/mutators/mutator/nades/nades.qc
b/qcsrc/common/mutators/mutator/nades/nades.qc
index 510fcf92e19345ca2d371d574f598af356a849df..0a482095d08fe1a735457752dae83a68467d3cf0 100644
(file)
--- a/
qcsrc/common/mutators/mutator/nades/nades.qc
+++ b/
qcsrc/common/mutators/mutator/nades/nades.qc
@@
-892,7
+892,7
@@
void nade_damage(entity this, entity inflictor, entity attacker, float damage, i
}
else if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_OVERKILL_MACHINEGUN))
damage = this.max_health * 0.1;
- else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) // WEAPONTODO
+ else if(DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)
|| DEATH_ISWEAPON(deathtype, WEP_OVERKILL_SHOTGUN)
) // WEAPONTODO
{
if(!(deathtype & HITTYPE_SECONDARY))
damage = this.max_health * 1.15;