this.istypefrag = 0;
}
+ if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
+ {
+ vector v = healtharmor_applydamage(this.armorvalue, max(0, autocvar_g_spawnshield_blockdamage), deathtype, damage);
+ take = v.x;
+ save = v.y;
+ }
+
frag_damage = damage;
MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save);
take = bound(0, damage_take, this.health);
if (take > 100)
Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
- if (time >= this.spawnshieldtime)
+ if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
{
if (!(this.flags & FL_GODMODE))
{