From 194ddc5f40835476673655bd3895f2b7fe7fee0c Mon Sep 17 00:00:00 2001 From: Fire-Head Date: Sat, 28 Mar 2020 23:55:23 +0300 Subject: CWeaponEffects(autoaim crosshair) done, CGame done. restored some original R* names --- src/vehicles/Automobile.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/vehicles/Automobile.cpp') diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp index 8cb0cfa4..e709a87f 100644 --- a/src/vehicles/Automobile.cpp +++ b/src/vehicles/Automobile.cpp @@ -2823,13 +2823,13 @@ CAutomobile::ProcessBuoyancy(void) if(pDriver){ pDriver->bIsInWater = true; if(pDriver->IsPlayer() || !bWaterTight) - pDriver->InflictDamage(nil, WEAPONTYPE_WATER, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); + pDriver->InflictDamage(nil, WEAPONTYPE_DROWNING, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); } for(i = 0; i < m_nNumMaxPassengers; i++) if(pPassengers[i]){ pPassengers[i]->bIsInWater = true; if(pPassengers[i]->IsPlayer() || !bWaterTight) - pPassengers[i]->InflictDamage(nil, WEAPONTYPE_WATER, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); + pPassengers[i]->InflictDamage(nil, WEAPONTYPE_DROWNING, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0); } }else bIsInWater = false; -- cgit v1.2.3