if(self.nade_type == NADE_TYPE_TRANSLOCATE || self.nade_type == NADE_TYPE_SPAWN)
return;
-- if(DEATH_ISWEAPON(deathtype, WEP_BLASTER))
++ if(DEATH_ISWEAPON(deathtype, WEP_BLASTER) || (DEATH_ISWEAPON(deathtype, WEP_VAPORIZER) && (deathtype & HITTYPE_SECONDARY)))
return;
if(DEATH_ISWEAPON(deathtype, WEP_VORTEX) || DEATH_ISWEAPON(deathtype, WEP_VAPORIZER))
damage = self.max_health * 0.55;
}
-- if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN))
++ if(DEATH_ISWEAPON(deathtype, WEP_MACHINEGUN) || DEATH_ISWEAPON(deathtype, WEP_HMG))
damage = self.max_health * 0.1;
if((DEATH_ISWEAPON(deathtype, WEP_SHOCKWAVE) || DEATH_ISWEAPON(deathtype, WEP_SHOTGUN)) && (deathtype & HITTYPE_SECONDARY)) // WEAPONTODO
damage = self.max_health * 0.1;
force *= 10;
}
-- else
-- damage = self.max_health * 1.1;
self.velocity += force;