2 void PlayerWeaponThrow (void)
12 self.origin = backup.origin - '0 0 24';
14 self.velocity_z = 300;
15 self.velocity_x = -100 + (random() * 200);
16 self.velocity_y = -100 + (random() * 200);
19 if (backup.weapon == IT_LASER)
21 else if (backup.weapon == IT_UZI)
23 else if (backup.weapon == IT_SHOTGUN)
25 else if (backup.weapon == IT_GRENADE_LAUNCHER)
26 weapon_grenadelauncher ();
27 else if (backup.weapon == IT_ELECTRO)
29 else if (backup.weapon == IT_CRYLINK)
31 else if (backup.weapon == IT_NEX)
33 else if (backup.weapon == IT_HAGAR)
35 else if (backup.weapon == IT_ROCKET_LAUNCHER)
36 weapon_rocketlauncher ();
40 stuffcmd(self, "chase_active 1");
43 void PlayerHurt (vector hitloc, float damage)
45 te_blood (hitloc, '0 0 20', floor (damage / 2));
50 self.avelocity = '0 0 0';
51 self.movetype = MOVETYPE_TOSS;
52 self.weaponmodel = "";
53 self.view_ofs = '0 0 -8';
54 self.deadflag = DEAD_DYING;
55 self.solid = SOLID_NOT;
56 self.flags = self.flags - (self.flags & FL_ONGROUND);
57 self.death_time = time + 1;
58 self.dead_angles = self.angles;
59 self.dead_angles_x = 0;
60 self.deadflag = DEAD_DEAD;