Quote:
Originally Posted by Natsheh
Can you explain how this is related to the thread topic?
|
Just tried to help(chime in some "useful" info), because people can still shoot each other after roundend, and the damage won't be accurate if you display it as soon as CT or T wins, killing players who are saving guns or are still fighting is a thing in PUG mods (which this request is for). Using a task to get all alive players health won't really work in all scenarios, at least it didn't work the way I wanted it to.
Quote:
Originally Posted by Bugsy
1. I didn't consider the scenario where someone could hurt someone before round start. I personally still consider it as damage issued in the round.
2. clamp() would only make sense if you want to enforce damage within a range (eg. 50-100). I do not need a lower boundary for damage since all damage counts, we just want to limit the max. Please provide your argument for using clamp().
3. My goal is to only call get_user_health() on alive players, and only call it once per alive player per round. I updated the code here to avoid redundant calls.
4. I added max() to limit the damage to 100 since you requested it here:
|
I really don't know why I chose clamp instead of min,max, I guess preference.
Your third point is actually good as well, I guess I resorted to using eventhealth just because I couldn't find a working way of properly gathering all player's health the instant before newround.
__________________