Fixed of m_lastDamageAmount recording during armor calculation (#857)

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Javekson 2023-09-05 07:53:22 +04:00 committed by GitHub
parent e8bff71475
commit 728f1fcc67
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@ -1153,9 +1153,6 @@ BOOL EXT_FUNC CBasePlayer::__API_HOOK(TakeDamage)(entvars_t *pevInflictor, entva
} }
} }
// keep track of amount of damage last sustained
m_lastDamageAmount = flDamage;
// Armor // Armor
// armor doesn't protect against fall or drown damage! // armor doesn't protect against fall or drown damage!
if (pev->armorvalue != 0.0f && !(bitsDamageType & (DMG_DROWN | DMG_FALL)) && IsArmored(m_LastHitGroup)) if (pev->armorvalue != 0.0f && !(bitsDamageType & (DMG_DROWN | DMG_FALL)) && IsArmored(m_LastHitGroup))
@ -1194,7 +1191,10 @@ BOOL EXT_FUNC CBasePlayer::__API_HOOK(TakeDamage)(entvars_t *pevInflictor, entva
{ {
Pain(m_LastHitGroup, false); Pain(m_LastHitGroup, false);
} }
// keep track of amount of damage last sustained
m_lastDamageAmount = flDamage;
LogAttack(pAttack, this, bTeamAttack, flDamage, armorHit, pev->health - flDamage, pev->armorvalue, GetWeaponName(pevInflictor, pevAttacker)); LogAttack(pAttack, this, bTeamAttack, flDamage, armorHit, pev->health - flDamage, pev->armorvalue, GetWeaponName(pevInflictor, pevAttacker));
// this cast to INT is critical!!! If a player ends up with 0.5 health, the engine will get that // this cast to INT is critical!!! If a player ends up with 0.5 health, the engine will get that