entity e = IS_SPEC(it) ? it.enemy : it;
if (e.typehitsound) {
it.typehit_time = time;
+ } else if (e.killsound) {
+ it.kill_time = time;
} else if (e.damage_dealt) {
it.hit_time = time;
it.damage_dealt_total += ceil(e.damage_dealt);
FOREACH_CLIENT(true, {
it.typehitsound = false;
it.damage_dealt = 0;
+ it.killsound = false;
antilag_record(it, CS(it), altime);
});
IL_EACH(g_monsters, true,