player[i].RagDoll(0);
if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
- bonus=aimbonus;
- bonustime=0;
- bonusvalue=150;
+ award_bonus(0, aimbonus);
}
player[i].DoDamage(findLengthfast(&rotatetarget)/4);
player[k].RagDoll(0);
if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
- bonus=aimbonus;
- bonustime=0;
- bonusvalue=150;
+ award_bonus(0, aimbonus); // Huh, again?
}
player[k].DoDamage(findLengthfast(&rotatetarget)/4);
player[i].DoDamage(20);
player[i].RagDoll(0);
player[k].lastcollide=1;
- if(k==0){
- bonus=AboveBonus;
- bonustime=0;
- bonusvalue=50;
- }
+ award_bonus(k, AboveBonus);
}
if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&!player[k].isCrouch()&&player[k].targetanimation!=rollanim&&!player[i].skeleton.oldfree&&!player[i].skeleton.free&&player[i].lastcollide<=0&&player[i].velocity.y<-10){
player[k].velocity=player[i].velocity;
player[k].DoDamage(20);
player[k].RagDoll(0);
player[i].lastcollide=1;
- if(i==0){
- bonus=AboveBonus;
- bonustime=0;
- bonusvalue=50;
- }
+ award_bonus(i, AboveBonus);
}
}
}