int client_entity_index = server_entity_index - 1;
entity entcs = entcs_receiver(client_entity_index);
- if (attacker_entcs && client_entity_index == current_player)
+ if (client_entity_index == current_player)
{
- if (autocvar_cl_hit_indicator && autocvar_cl_hit_indicator_size > 0 && !autocvar_chase_active)
+ if (attacker_entcs && !autocvar_chase_active
+ && autocvar_cl_hit_indicator && autocvar_cl_hit_indicator_size > 0)
{
float total = rint((health + armor) / DAMAGETEXT_PRECISION_MULTIPLIER);
HitIndicatorUpdate(total, attacker_entcs);
float armor = M_ARGV(3, float);
int deathtype = M_ARGV(5, int);
float potential_damage = M_ARGV(6, float);
- if(DEATH_WEAPONOF(deathtype) == WEP_VAPORIZER) return;
+
+ if(MUTATOR_IS_ENABLED(mutator_instagib) && DEATH_WEAPONOF(deathtype) == WEP_VAPORIZER)
+ return;
int flags = 0;
if (SAME_TEAM(hit, attacker)) flags |= DTFLAG_SAMETEAM;