-
Notifications
You must be signed in to change notification settings - Fork 77
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[TF2] damage_for_force_calc in OnTakeDamage is broken #6056
[TF2] damage_for_force_calc in OnTakeDamage is broken #6056
Comments
Edit: While reverse-engineering, I've also found that |
Using the updated source-sdk-2013, I found that the problem comes from info.SetDamageForForceCalc( info.GetDamage() ); which resets the damage for force calc value to the regular damage value. |
The following vscript should, when executed, make all damage knock players back as if they took only one point of damage:
This however doesn't happen, damage force is still calculated normally, using
params.damage
.The text was updated successfully, but these errors were encountered: