set g_healthsize_weapon_scalefactor 1 "Amount by which player size resizes the view weapon model"\r
set g_healthsize_weapon_scalefactor_pos 10 "Amount by which the view model is moved vertically based on player size"\r
\r
+set g_power 5\r
+set g_power_reboot 3\r
+\r
// part of an ugly hack for the menu audio sliders to work with the cutsound feature\r
seta menu_volume 1\r
seta menu_bgmvolume 0.5\r
armor_max = ReadCoord();\r
teamheal_max = ReadCoord();\r
\r
+ g_power = ReadCoord();\r
+ g_power_reboot = ReadCoord();\r
+\r
if(!postinit)\r
PostInit();\r
}\r
float g_healthsize_center, g_healthsize_min, g_healthsize_max;\r
float armor_max;\r
float teamheal_max;\r
+float g_power, g_power_reboot;\r
\r
//hooks\r
float calledhooks;\r
WriteShort(MSG_ENTITY, cvar("g_healthsize_min"));\r
WriteShort(MSG_ENTITY, cvar("g_healthsize_max"));\r
\r
+ WriteShort(MSG_ENTITY, cvar("g_power"));\r
+ WriteShort(MSG_ENTITY, cvar("g_power_reboot"));\r
+\r
// tell the client if this server uses armor\r
float armor_max;\r
if(cvar("g_balance_armor_start") || (cvar("g_lms") && cvar("g_lms_start_armor")) /*|| (inWarmupStage && cvar("g_warmup_start_armor"))*/ || cvar("g_balance_armor_regen") || cvar("g_balance_armor_regenlinear"))\r
LA = AnglesTransform_Multiply(LA, LF);\r
\r
// fade the player back to normal rotation each frame\r
- if(self.leanangle_damage_force) // safety\r
- self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade");\r
+ self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade");\r
// end of damage leaning\r
\r
self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE);\r