.entity dmgent;
.float dmgpartnum, dmgtime;
.float lifetime;
+.float bone;
void DamageEffect_Think()
{
}
if(self.dmgtime > time)
return;
- org = getplayerorigin(self.team);
- if(org == GETPLAYERORIGIN_ERROR)
- return;
+
+ org = gettaginfo(self.owner, self.bone);
+ //dprint(strcat(vtos(gettaginfo(self.owner, self.bone)), " --------\n"));
// Scan the owner of all gibs in the world. If a gib owner is the same as the player we're applying
// the effect to, it means our player is gibbed. Therefore, apply particles to the gibs instead.
entity e;
e = spawn();
+ e.owner = self;
+ e.bone = 0;
e.classname = "damageeffect";
e.team = entnumber;
e.dmgpartnum = particleeffectnum(effectnum);