c_game_trace trace;
interfaces::m_trace_system->clip_ray_to_entity( ray_t( shot.m_src, shot.m_server_info.m_impact_pos ), MASK_SHOT_PLAYER, shot.m_target.m_player, &trace );
if ( shot.m_server_info.m_damage < 0 ) {
if ( trace.m_hit_entity == shot.m_target.m_player ) {
if ( !shot.m_server_info.m_hit_confirmed ) {
missed_due_to_resolver
}
else {
missed_due_to_damage_rejection
}
}
}