Quote:
Originally Posted by sssssssssss
does vectordist kill the need for my to calculate the xy for the sword distance and if the other player is in it?
Not sure why it's there to be honest.
Also I'm using clientr.vars for the hp, so wouldn't I have to trigger a weapon function for each player hurt to update that, since it's not accessible for anything like pl.clientr.hp?
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Serverside positions aren't always going to match with the clientside so it does a proximity check.
Replace temp.pl.hp--; with your own variable or whatever you do to 'damage' the player. You shouldn't have to trigger the client then back to the server again.