void shotgun_meleethink (void)
{
// declarations
- float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
+ float i, f, swing, swing_factor, swing_damage, meleetime, is_player, is_monster;
entity target_victim;
vector targpos;
//te_customflash(targpos, 40, 2, '1 1 1');
is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body");
+ is_monster = (trace_ent.flags & FL_MONSTER);
if((trace_fraction < 1) // if trace is good, apply the damage and remove self
&& (trace_ent.takedamage == DAMAGE_AIM)
&& (trace_ent != self.swing_alreadyhit)
- && (is_player || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
+ && ((is_player || is_monster) || autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage))
{
target_victim = trace_ent; // so it persists through other calls
- if(is_player) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
+ if(is_player || is_monster) // this allows us to be able to nerf the non-player damage done in e.g. assault or onslaught.
swing_damage = (autocvar_g_balance_shotgun_secondary_damage * min(1, swing_factor + 1));
else
swing_damage = (autocvar_g_balance_shotgun_secondary_melee_nonplayerdamage * min(1, swing_factor + 1));