Open arenaceous opened 5 years ago
You mean, selecting the damage type when creating the entity? (That would probably break backwards compatibility)
I don't necessarily see it as breaking compatibility. if the key is not present do old functions if the key is present do as specified.
I'm not sure how to apply this fix... Is this just a FGD change, or something else is needed?
This would require a fgd change and a code change.
Could you add a damage type to func_disposer and func_disposer_selective (look at trigger hurt for the list). If generic, deaths would be left as is, but if set to a damage type (say , BURN touching the entity would say set on fire first and then 0.1s later kill you with no ragdoll or physics debris.