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changes in health event
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@ -132,18 +132,14 @@ void Client_Health_End(void* mValue){
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edict_t *enemy = mPlayer->pEdict->v.dmg_inflictor;
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edict_t *enemy = mPlayer->pEdict->v.dmg_inflictor;
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int damage = (int)mPlayer->pEdict->v.dmg_take;
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int damage = (int)mPlayer->pEdict->v.dmg_take;
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if ( !damage || !enemy )
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if ( !mPlayer || !damage || !enemy )
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return;
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return;
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int weapon = 0;
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int weapon = 0;
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int aim = 0;
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int aim = 0;
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mPlayer->pEdict->v.dmg_take = 0.0;
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mPlayer->pEdict->v.dmg_take = 0.0;
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/*
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czasami przy drugim trafieniu liczby sa dodawane
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i zamiast np. 30+30 jest 30+60
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dlatego dmg_take jest tu "czyszczone"
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*/
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CPlayer* pAttacker = NULL;
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CPlayer* pAttacker = NULL;
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@ -159,12 +155,16 @@ void Client_Health_End(void* mValue){
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else
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else
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g_grenades.find( enemy , &pAttacker , weapon );
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g_grenades.find( enemy , &pAttacker , weapon );
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if ( !pAttacker ) pAttacker = mPlayer;
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pAttacker->saveHit( mPlayer , weapon , damage, aim );
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int TA = 0;
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int TA = 0;
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if ( (mPlayer->pEdict->v.team == pAttacker->pEdict->v.team) && (mPlayer->index != pAttacker->index) )
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TA = 1;
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if ( !pAttacker ){
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pAttacker = mPlayer;
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}
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else{
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pAttacker->saveHit( mPlayer , weapon , damage, aim );
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if ( mPlayer->pEdict->v.team == pAttacker->pEdict->v.team )
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TA = 1;
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}
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g_damage_info.exec( pAttacker->index, mPlayer->index, damage, weapon, aim, TA );
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g_damage_info.exec( pAttacker->index, mPlayer->index, damage, weapon, aim, TA );
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