float altime;
FOR_EACH_REALCLIENT(self)
{
- self.damage_dealt_total = 0;
-
- if(IS_SPEC(self))
- {
- if(self.enemy.typehitsound)
- self.typehit_time = time;
- else if(self.enemy.damage_dealt)
- {
- self.hit_time = time;
- self.damage_dealt_total = ceil(self.enemy.damage_dealt);
- }
- }
- else
+ entity e = IS_SPEC(self) ? self.enemy : self;
+ if(e.typehitsound)
+ self.typehit_time = time;
+ else if(e.damage_dealt)
{
- if(self.typehitsound)
- self.typehit_time = time;
- else if(self.damage_dealt)
- {
- self.hit_time = time;
- self.damage_dealt_total = ceil(self.damage_dealt);
- }
+ self.hit_time = time;
+ self.damage_dealt_total += ceil(e.damage_dealt);
}
}
altime = time + frametime * (1 + autocvar_g_antilag_nudge);