From aaa9171d2bf8aa8cdc1c2fe4564474f805e11774 Mon Sep 17 00:00:00 2001 From: Mircea Kitsune Date: Sat, 14 Jan 2012 14:17:14 +0200 Subject: [PATCH 1/1] Use a safer formula to skip empty bones --- qcsrc/client/damage.qc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/qcsrc/client/damage.qc b/qcsrc/client/damage.qc index a0682eef1..703344734 100644 --- a/qcsrc/client/damage.qc +++ b/qcsrc/client/damage.qc @@ -49,12 +49,12 @@ void DamageEffect(vector hitorg, float dmg, float type, float specnum) // if there's no skeleton, object origin will automatically be selected FOR_EACH_TAG(self) { + if(!tagnum) + continue; // skip empty bones // blacklist bones positioned outside the mesh, or the effect will be floating // TODO: Do we have to do it this way? Why do these bones exist at all? if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R") continue; // player model bone blacklist - if(gettaginfo_name == "") - continue; // skip empty bones // now choose the bone closest to impact origin if(vlen(hitorg - gettaginfo(self, tagnum)) <= vlen(hitorg - gettaginfo(self, nearestbone))) -- 2.39.2