}\r
\r
if(sound_allowed(MSG_BROADCAST, attacker))\r
+ if(self.health > 1)\r
{\r
- if(self.health > 75) // TODO make a "gentle" version?\r
+ if(deathtype == DEATH_FALL)\r
+ PlayerSound(self, playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
+ else if(self.health > 75) // TODO make a "gentle" version?\r
PlayerSound(self, playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
else if(self.health > 50)\r
PlayerSound(self, playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
else if(self.health > 25)\r
PlayerSound(self, playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
- else if(self.health > 1)\r
+ else\r
PlayerSound(self, playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
}\r
}\r
else\r
dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));\r
if (dm > 0)\r
- {\r
Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');\r
- // this must be allowed to cut the normal pain sounds (played after them and on the same channel)\r
- // there's no way to detect falling damage and prevent the pain sounds for this to be played instead\r
- if(self.health > 0)\r
- PlayerSound(self, playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
- }\r
else if(vlen(self.velocity) > 100000 && cvar("developer"))\r
{\r
dprint(strcat(self.netname, " became too fast, please investigate: ", vtos(self.spawnorigin), "\n"));\r