From: Mircea Kitsune Date: Sun, 26 Feb 2012 21:13:16 +0000 (+0200) Subject: Name a float more correctly, doesn't change functionality X-Git-Tag: xonotic-v0.6.0~42^2 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=6bc669929986dd94c8d9eb8b3a0715d1661f2a89;p=xonotic%2Fxonotic-data.pk3dir.git Name a float more correctly, doesn't change functionality --- diff --git a/qcsrc/client/damage.qc b/qcsrc/client/damage.qc index 00928ad62..7785ebcbf 100644 --- a/qcsrc/client/damage.qc +++ b/qcsrc/client/damage.qc @@ -113,7 +113,7 @@ void DamageEffect(vector hitorg, float dmg, float type, float specnum) void Ent_DamageInfo(float isNew) { - float dmg, rad, edge, thisdmg, forcemul, species, isplayer; + float dmg, rad, edge, thisdmg, forcemul, species, hitplayer; vector force, thisforce; entity oldself; @@ -190,7 +190,7 @@ void Ent_DamageInfo(float isNew) DamageEffect(w_org, thisdmg, w_deathtype, species); if(self.isplayermodel) - isplayer = TRUE; // this impact damaged a player + hitplayer = TRUE; // this impact damaged a player } self = oldself; @@ -328,7 +328,7 @@ void Ent_DamageInfo(float isNew) // TODO spawn particle effects and sounds based on w_deathtype if(!DEATH_ISSPECIAL(w_deathtype)) - if not(isplayer && !rad) // don't show ground impacts for hitscan weapons if a player was hit + if not(hitplayer && !rad) // don't show ground impacts for hitscan weapons if a player was hit { float hitwep;