float Violence_DamageEffect_SendEntity(entity to, float sf)
{
- if not(to.cvar_cl_damageeffect)
- return FALSE; // if the client doesn't have the effect enabled, don't send to him and waste bandwidth
-
WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
WriteByte(MSG_ENTITY, self.cnt); // damage amount
WriteByte(MSG_ENTITY, self.weapon); // damage weapon