Quote:
Originally Posted by xPaw
It won't block players die from non-players, for example trigger_hurt.
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LIES
Code:
// When touched, a hurt trigger does DMG points of damage each half-second
void CBaseTrigger :: HurtTouch ( CBaseEntity *pOther )
{
float fldmg;
if ( !pOther->pev->takedamage )
return;
About code, why do you check TR_iHitgroup ??
Major error is that you enable/disable TraceAttack forward when player spawn / in task, but the forward is not player index specific.
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