float Violence_DamageEffect_SendEntity(entity to, float sf)
{
// if the client cannot see the damaged player, don't send to him and waste bandwidth
- if not(checkpvs(to.origin + to.view_ofs, self.owner))
+ if not(checkpvs(to.origin + to.view_ofs, self))
return FALSE;
WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
e.classname = "damageeffect";
e.cnt = type;
e.state |= 8 * pl.species; // gib type, ranges from 0 to 15
- e.owner = pl;
// if this is a copied dead body, send the num of its player instead
if(pl.classname == "body")