From 53b53682eea732737a642591786acf6f815c18dd Mon Sep 17 00:00:00 2001 From: Mircea Kitsune Date: Wed, 4 Jan 2012 16:09:57 +0200 Subject: [PATCH] Revert last commit, it was a mistake. The client already does a radius search in ent_DamageInfo, so we don't need to send it for each damaged player. We do however have to do this for hitscan weapons, including railgunbullet --- qcsrc/server/g_damage.qc | 14 -------------- 1 file changed, 14 deletions(-) diff --git a/qcsrc/server/g_damage.qc b/qcsrc/server/g_damage.qc index c38ba28a6..ad3332adf 100644 --- a/qcsrc/server/g_damage.qc +++ b/qcsrc/server/g_damage.qc @@ -1011,20 +1011,6 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e if (targ != inflictor) if (ignore != targ) if(targ.takedamage) { - if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once - if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog) - { - force = inflictor.velocity; - if(vlen(force) == 0) - force = '0 0 -1'; - else - force = normalize(force); - if(forceintensity >= 0) - Damage_DamageInfo(targ.origin, coredamage, edgedamage, rad, forceintensity * force, deathtype, targ.species, attacker); - else - Damage_DamageInfo(targ.origin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, targ.species, attacker); - } - // LordHavoc: measure distance to nearest point on target (not origin) // (this guarentees 100% damage on a touch impact) nearest = targ.WarpZone_findradius_nearest; -- 2.39.2