entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
float health_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
- float armor_take = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR));
- float damage_take = (autocvar_g_vampire_use_total_damage) ? health_take + armor_take : health_take;
+ float armor_take = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR));
+ float damage_take = (autocvar_g_vampire_use_total_damage) ? health_take + armor_take : health_take;
- if(time >= frag_target.spawnshieldtime &&
- frag_target != frag_attacker &&
- IS_PLAYER(frag_attacker) &&
- !IS_DEAD(frag_target) && !STAT(FROZEN, frag_target))
+ if (time >= frag_target.spawnshieldtime && frag_target != frag_attacker
+ && IS_PLAYER(frag_attacker) && !IS_DEAD(frag_target) && !STAT(FROZEN, frag_target))
{
GiveResource(frag_attacker, RES_HEALTH,
autocvar_g_vampire_factor * damage_take);