3 float hittype, dmg, rad, edge, thisdmg;
4 vector force, org, thisforce;
17 force = decompressShortVector(ReadShort());
19 for(self = findradius(org, rad); self; self = self.chain)
21 print("findradius found something\n");
25 thisdmg = vlen(self.origin - org) / rad;
26 print("thisdmg = ", ftos(thisdmg), "\n");
29 thisdmg = dmg + (edge - dmg) * thisdmg;
30 thisforce = force_z * normalize(self.origin - org);
38 if(self.damageforcescale)
41 self.move_velocity = self.move_velocity + self.damageforcescale * thisforce;
42 self.move_flags &~= FL_ONGROUND;
46 self.event_damage(thisdmg, hittype, org, thisforce);
51 // TODO spawn particle effects and sounds based on hittype