self.dmgtime = time + autocvar_cl_damageeffect_player;
}
-void DamageEffect(float dmg, float type, float specnum1, float entnumber)
+void DamageEffect(float dmg, float type, float specnum, float entnumber)
{
- float specnum2, life;
+ float life;
string specstr, effectnum;
entity e;
if(autocvar_cl_gentle || autocvar_cl_gentle_damage)
return;
- specnum2 = (specnum1 & 0x78) / 8; // blood type: using four bits (0..7, bit indexes 3,4,5)
- specstr = species_prefix(specnum2);
+ specstr = species_prefix(specnum);
life = bound(0, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
e = get_weaponinfo(type);