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4 changes: 2 additions & 2 deletions code/game/g_combat.c
Original file line number Diff line number Diff line change
Expand Up @@ -1135,7 +1135,7 @@ qboolean CanDamage( gentity_t *targ, vec3_t origin )
G_RadiusDamage
============
*/
qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, float radius,
qboolean G_RadiusDamage ( gentity_t *self, vec3_t origin, gentity_t *attacker, float damage, float radius,
gentity_t *ignore, int mod) {
float points, dist;
gentity_t *ent;
Expand Down Expand Up @@ -1192,7 +1192,7 @@ qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, floa
// push the center of mass higher than the origin so players
// get knocked into the air more
dir[2] += 24;
G_Damage (ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS, mod);
G_Damage (ent, self, attacker, dir, origin, (int)points, DAMAGE_RADIUS, mod);
}
}

Expand Down
2 changes: 1 addition & 1 deletion code/game/g_local.h
Original file line number Diff line number Diff line change
Expand Up @@ -527,7 +527,7 @@ const char *BuildShaderStateConfig( void );
//
qboolean CanDamage (gentity_t *targ, vec3_t origin);
void G_Damage (gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod);
qboolean G_RadiusDamage (vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int mod);
qboolean G_RadiusDamage (gentity_t *self, vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int mod);
int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir );
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
void TossClientItems( gentity_t *self );
Expand Down
4 changes: 2 additions & 2 deletions code/game/g_missile.c
Original file line number Diff line number Diff line change
Expand Up @@ -63,7 +63,7 @@ void G_ExplodeMissile( gentity_t *ent ) {

// splash damage
if ( ent->splashDamage ) {
if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent
if( G_RadiusDamage( ent, ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent
, ent->splashMethodOfDeath ) ) {
g_entities[ent->r.ownerNum].client->accuracy_hits++;
}
Expand Down Expand Up @@ -409,7 +409,7 @@ void G_MissileImpact( gentity_t *ent, trace_t *trace ) {

// splash damage (doesn't apply to person directly hit)
if ( ent->splashDamage ) {
if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius,
if( G_RadiusDamage( ent, trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius,
other, ent->splashMethodOfDeath ) ) {
if( !hitClient ) {
g_entities[ent->r.ownerNum].client->accuracy_hits++;
Expand Down