Cool~! I'll start testing that, MasterOfTheXP!
In case you're curious, the effect I'm going for here is to make the hit player "freak out" if they're hit with direct flames. I don't need to modify the damage: that's better off left to the game itself. The items that increase fire damage throw the calculations all out of whack, so I just need to buff the panic-inducing threshold by how much more damage the player would take:
PHP Code:
public Action:SetAfterburnTimer(Handle:event, const String:name[], bool:dontBroadcast) {
if(!CvarMasterSwitch) return;
new attacker = GetClientOfUserId(GetEventInt(event, "attacker"));
new custom = GetEventInt(event, "custom");
new damage = GetEventInt(event, "damageamount");
new victim = GetClientOfUserId(GetEventInt(event, "userid"));
new weapon = GetEntProp(GetEntPropEnt(attacker, Prop_Send, "m_hActiveWeapon"), Prop_Send, "m_iItemDefinitionIndex");
new Float:threshold = 4.0;
...
if(custom == TF_CUSTOM_BURNING) {
if(weapon != 215 && damage > threshold) BurnTimers[victim] = 0.5;
}
....
}