Enabled server broadcasting PlayerDamage events to other players to make damage indicators work
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@@ -18,12 +18,15 @@ bool DamageIndicatorSystem::OnPlayerDamage(Events::PlayerDamage& e)
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return false;
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}
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if (e.Victim != LocalPlayer) {
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//if (e.Victim != LocalPlayer) {
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// return false;
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//}
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if (e.Victim != LocalPlayer && !e.Victim.IsChildOf(LocalPlayer)) {
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return false;
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}
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if (!e.Inflictor.Valid() || !e.Victim.Valid()) {
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return false;
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return false;
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}
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//grab players direction
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@@ -23,6 +23,10 @@ void HealthSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cHea
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bool HealthSystem::OnPlayerDamaged(Events::PlayerDamage& e)
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{
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if (!IsServer) {
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return false;
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}
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ComponentWrapper cHealth = e.Victim["Health"];
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double& health = cHealth["Health"];
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health -= e.Damage;
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