From: Mircea Kitsune Date: Sat, 2 Apr 2011 16:26:04 +0000 (+0300) Subject: Make the effect dependent on both sv_gentle and cl_gentle X-Git-Tag: xonotic-v0.6.0~110^2^2~180 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=8ea3d89ce81755c729dfc3f69d4dc32dcabae31f;p=xonotic%2Fxonotic-data.pk3dir.git Make the effect dependent on both sv_gentle and cl_gentle --- diff --git a/qcsrc/client/gibs.qc b/qcsrc/client/gibs.qc index ade42c6de..3a548a319 100644 --- a/qcsrc/client/gibs.qc +++ b/qcsrc/client/gibs.qc @@ -288,6 +288,9 @@ void Ent_DamageEffect() org_y = ReadCoord(); org_z = ReadCoord(); + if(autocvar_cl_gentle || autocvar_cl_gentle_damage) + return; + e = get_weaponinfo(type); specnum2 = (specnum1 & 0x78) / 8; // blood type: using four bits (0..7, bit indexes 3,4,5) diff --git a/qcsrc/server/g_violence.qc b/qcsrc/server/g_violence.qc index ce8ca83d9..d863669bb 100644 --- a/qcsrc/server/g_violence.qc +++ b/qcsrc/server/g_violence.qc @@ -81,6 +81,8 @@ void Violence_DamageEffect_DoRepeat() void Violence_DamageEffect_SetRepeat(entity pl, float type) { + if(sv_gentle) + return; // return if we already have a damage effect active, else too many damage effects get spammed if(pl.player_damageeffect_active) return;