From f8bcb6f444abf51b6da0fa87511a1b52cd2e43d0 Mon Sep 17 00:00:00 2001 From: Mario Date: Sun, 1 Sep 2013 03:24:22 +1000 Subject: [PATCH] Use normal melee damage for monsters --- qcsrc/server/w_shotgun.qc | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/qcsrc/server/w_shotgun.qc b/qcsrc/server/w_shotgun.qc index b26fca2b7..b5d5357e5 100644 --- a/qcsrc/server/w_shotgun.qc +++ b/qcsrc/server/w_shotgun.qc @@ -61,7 +61,7 @@ void W_Shotgun_Attack (void) 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; @@ -102,15 +102,16 @@ void shotgun_meleethink (void) //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)); -- 2.39.2