if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype))
{
entity dmgent = spawn();
- vector v = healtharmor_applydamage(frag_attacker.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_BUFF_VENGEANCE, frag_damage * autocvar_g_buffs_vengeance_damage_multiplier);
- float take = v_x;
-
- dmgent.dmg = take;
+
+ dmgent.dmg = frag_damage * autocvar_g_buffs_vengeance_damage_multiplier;
dmgent.enemy = frag_attacker;
dmgent.owner = frag_target;
dmgent.think = buff_Vengeance_DelayedDamage;