.float cvar_cl_voice_directional;
.float cvar_cl_voice_directional_taunt_attenuation;
+.float cvar_cl_damageeffect;
+
.float version_mismatch;
float independent_players;
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 the client doesn't have the effect enabled, don't send to him and waste bandwidth
+ if not(to.cvar_cl_damageeffect)
+ return FALSE;
+ // if the client cannot see the damaged player, avoid sending and further save bandwidth
if not(checkpvs(to.origin + to.view_ofs, self))
return FALSE;
GetCvars_handleString_Fixup(s, f, cvar_cl_weaponpriorities[9], "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
GetCvars_handleFloat(s, f, cvar_cl_weaponimpulsemode, "cl_weaponimpulsemode");
GetCvars_handleFloat(s, f, cvar_cl_autotaunt, "cl_autotaunt");
+ GetCvars_handleFloat(s, f, cvar_cl_damageeffect, "cl_damageeffect");
GetCvars_handleFloat(s, f, cvar_cl_noantilag, "cl_noantilag");
GetCvars_handleFloat(s, f, cvar_cl_voice_directional, "cl_voice_directional");
GetCvars_handleFloat(s, f, cvar_cl_voice_directional_taunt_attenuation, "cl_voice_directional_taunt_attenuation");