Re: MultiDamage fix
Ok , going back to the original discussion where it was decided you have to loop through the entire entity list. Not that it really soaks up a heck of a lot of CPU resources doing that, but I noticed this code that might speed things up. I think you could assign a new string .float like in this code and still find the effected clients:
In this example the coder used a float .stringname and set it to "client" in clientconnect which defines them more clearly as a client.
So lets say for multidamage you set a .multidamage string field, and put the players netname into it, then use this code to walk through the matching entities? It ought to work.....
In this example the coder used a float .stringname and set it to "client" in clientconnect which defines them more clearly as a client.
So lets say for multidamage you set a .multidamage string field, and put the players netname into it, then use this code to walk through the matching entities? It ought to work.....
