do not do laserplay stuff if damage is <= 0
authordiv0 <div0@f962a42d-fe04-0410-a3ab-8c8b0445ebaa>
Thu, 5 Nov 2009 20:31:36 +0000 (20:31 +0000)
committerdiv0 <div0@f962a42d-fe04-0410-a3ab-8c8b0445ebaa>
Thu, 5 Nov 2009 20:31:36 +0000 (20:31 +0000)
git-svn-id: svn://svn.icculus.org/nexuiz/trunk@8215 f962a42d-fe04-0410-a3ab-8c8b0445ebaa

data/qcsrc/server/w_fireball.qc

index 038f2b5..eb63ea4 100644 (file)
@@ -61,6 +61,9 @@ void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage,
        float d;
        vector p;
 
+       if(damage <= 0)
+               return;
+
        RandomSelection_Init();
        for(e = findradius(self.origin, dist); e; e = e.chain)
        if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))