f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
- if(accuracy_isgooddamage(self.realowner, ent))
+ if(accuracy_isgooddamage(self, ent))
totaldmg += bdamage * f;
// apply the damage
if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
lag = 0; // only do hitscan, but no antilag
if(lag)
+ {
FOR_EACH_PLAYER(pl)
if(pl != self)
antilag_takeback(pl, time - lag);
+ FOR_EACH_MONSTER(pl)
+ antilag_takeback(pl, time - lag);
+ }
WarpZone_trace_forent = self;
}
if(lag)
+ {
FOR_EACH_PLAYER(pl)
if(pl != self)
antilag_restore(pl);
+ FOR_EACH_MONSTER(pl)
+ antilag_restore(pl);
+ }
}