void() R_MissileTouch = { local float damg; if (other == self.owner) return; // don't explode on owner if (pointcontents(self.origin) == CONTENT_SKY) { remove(self); return; } damg = 15; if (other.health) { if (other.classname == "monster_shambler") damg = damg * 0.5; // mostly immune T_Damage (other, self, self.owner, damg ); } // don't do radius damage to the other, because all the damage // was done in the impact T_RadiusDamage (self, self.owner, 5, other); sound (self, CHAN_WEAPON, "rocktman/expld.wav", 1, ATTN_NORM); self.origin = self.origin - 8*normalize(self.velocity); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_EXPLOSION); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); BecomeExplosion (); };