Yeah, I made some damaging function too...a bit dodgy though:
Code:
void UTIL_DamagePlayer(edict_t *pKiller, edict_t *pVictim, const char *Weapon, float Damage)
{
static CBaseEntity *pDamageEnt = NULL;
CBaseEntity *pEnt = (CBaseEntity *)GET_PRIVATE(pVictim);
if (!pDamageEnt)
pDamageEnt = UTIL_CreateEnt("info_target",Vector(0,0,0),Vector(0,0,0), NULL);
if ((pDamageEnt) && (pEnt))
{
UTIL_MakeVectors(WrapAngles(pVictim->v.angles+Vector(180,180,180)));
pDamageEnt->pev->velocity = pDamageEnt->pev->velocity.Normalize() * 180 + gpGlobals->v_forward * 10;
pDamageEnt->pev->origin = pKiller->v.origin;
pDamageEnt->pev->owner = pKiller;
pDamageEnt->pev->classname = MAKE_STRING(Weapon);
pEnt->TakeDamage( pDamageEnt->pev, &pKiller->v,Damage,0);
}
}
Not sure why I set the velocity...can't remember anymore
