Ejemplo n.º 1
0
//------------------------------------------------------------------------------------------------------------
void bottom_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
//------------------------------------------------------------------------------------------------------------
{
	if (self->target_ent && self->target_ent->health > 0)
	{
		self->target_ent->health = self->health;
		if (self->target_ent->maxHealth)
		{
			G_ScaleNetHealth(self->target_ent);
		}
		auto_turret_die(self->target_ent, inflictor, attacker, damage, meansOfDeath);
	}
}
Ejemplo n.º 2
0
//------------------------------------------------------------------------------------------------------------
void bottom_die ( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
//------------------------------------------------------------------------------------------------------------
{
	// Always clear my max health, otherwise, the top dies first, and this check fails:
	self->s.maxhealth = self->maxHealth = 0;	// BTO - Is this the right fix?

	if (self->target_ent && self->target_ent->health > 0)
	{
		self->target_ent->health = self->health;
		if (self->target_ent->maxHealth)
		{
			G_ScaleNetHealth(self->target_ent);
		}
		auto_turret_die(self->target_ent, inflictor, attacker, damage, meansOfDeath);
	}
}