entity damage_targ;
entity damage_inflictor;
entity damage_attacker;
+.float prevhitsound;
void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
{
if(damage > 0)
{
- if(targ.BUTTON_CHAT)
- attacker.typehitsound += 1;
- else
- attacker.hitsound += 1;
+ if(attacker.weapon != WEP_ELECTRO && attacker.weapon != WEP_LASER || ((attacker.weapon == WEP_ELECTRO && cvar("g_balance_electro_lightning") || attacker.weapon == WEP_LASER) && attacker.prevhitsound + cvar("sv_hitsound_antispam_time") < time))
+ {
+ if(targ.BUTTON_CHAT)
+ attacker.typehitsound += 1;
+ else
+ attacker.hitsound += 1;
+ attacker.prevhitsound = time;
+ }
damage_goodhits += 1;
damage_gooddamage += damage;