it.solid = it.railgunhitsolidbackup;
});
- // spawn a temporary explosion entity for RadiusDamage calls
- //explosion = spawn(); FIXME kill?
-
// Find all players the beam passed close by (even those hit)
float length = vlen(endpoint - start);
entity pseudoprojectile = NULL;
// apply the damage
if (it.takedamage)
- Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
-
- // create a small explosion to throw gibs around (if applicable)
- //setorigin(explosion, hitloc);
- //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
+ Damage(it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
it.railgunhitloc = '0 0 0';
it.railgunhitsolidbackup = SOLID_NOT;