diff --git a/code/game/g_combat.c b/code/game/g_combat.c index 1c4636fc..fa0ee024 100644 --- a/code/game/g_combat.c +++ b/code/game/g_combat.c @@ -1205,13 +1205,14 @@ qboolean G_RadiusDamage ( gentity_t *self, vec3_t origin, gentity_t *attacker, f // Put the attacker and their team members at the beginning of the list // so that we damage them first, to make for more deterministic behavior. - // Otherwise if 1 frag left for the attacker and they both frag and suicide - // with this missile then they may or may not win, - // depending on the order returned from `trap_EntitiesInBox`, + // Otherwise the order returned from `trap_EntitiesInBox` is used, // which is not defined (or at least is not relevant to us here). // - // Note, however, that during sudden death this situation will result - // in the attacker's team losing. + // The order in which players get killed used to affect who wins + // if this explosion kills both an enemy and self, + // but now we have `CheckExitRulesLater()`, + // so the order here is no longer relevant in that regard. + // However, having consistency is still nice, so let's keep this code. // // An alternative would be to sort by distance, // which is what e.g. ETLegacy does: