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Left 4 Dead 2 Workshop Beta L4D2WSB
STEAM GROUP
Left 4 Dead 2 Workshop Beta L4D2WSB
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15 October, 2012
shotgunefx 18 Feb, 2013 @ 3:41pm
AllowTakeDamage spamming on melee weapons
I noticed when converting from using OnGameEvent_player_hurt to AllowTakeDamage, melee weapons are sending out a bunch of zero damaged events after the intial damage per swing.

The number of extra calls vary per weapon (tonfa has least) and I'm guessing becasue of that, it's firing for each hit ray? I don't suppose it hurts anything as the damage is correct but I imagine it's a lot of overhead in a mob if four people are swinging.

For instance, one bat hit on a tank produces 23 spurious calls to AllowTakeDamage
function AllowTakeDamage(dt){ printl (dt.Attacker+" damaged "+dt.Victim+" "+dt.DamageDone); return dt; } produces... ([1] player) damaged ([6] player) 200 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0 ([1] player) damaged ([6] player) 0

The player_hurt event handler is called once as expected