From dd6b51386e1eafc29ce3ee55f7d127468fac4942 Mon Sep 17 00:00:00 2001 From: terencehill Date: Mon, 25 Feb 2019 22:23:36 +0100 Subject: [PATCH] Don't play any complain sound when hitting a frozen player --- qcsrc/server/g_damage.qc | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) diff --git a/qcsrc/server/g_damage.qc b/qcsrc/server/g_damage.qc index 8020b120d..aed4da5d3 100644 --- a/qcsrc/server/g_damage.qc +++ b/qcsrc/server/g_damage.qc @@ -780,7 +780,7 @@ void Damage(entity targ, entity inflictor, entity attacker, float damage, int de if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim, attacker)) { - if(DIFF_TEAM(victim, attacker) && !STAT(FROZEN, victim)) + if (DIFF_TEAM(victim, attacker)) { if(damage > 0) { @@ -803,11 +803,9 @@ void Damage(entity targ, entity inflictor, entity attacker, float damage, int de } } } - else if(IS_PLAYER(attacker)) + else if (IS_PLAYER(attacker) && !STAT(FROZEN, victim)) // same team { - // if enemy gets frozen in this frame and receives other damage don't - // play the typehitsound e.g. when hit by multiple bullets of the shotgun - if (deathtype != DEATH_FIRE.m_id && (!STAT(FROZEN, victim) || time > victim.freeze_time)) + if (deathtype != DEATH_FIRE.m_id) { attacker.typehitsound += 1; } -- 2.39.2