if(!(g_cts && !cvar("g_cts_selfdamage")))\r
{\r
dm = vlen(self.oldvelocity) - vlen(self.velocity); // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.\r
- if(self.scale) // we are smaller or larger, so we take more or less falling damage\r
- dm *= (1 + cvar("g_healthsize_movementfactor")) - cvar("g_healthsize_movementfactor") * self.scale; \r
if (self.deadflag)\r
dm = (dm - cvar("g_balance_falldamage_deadminspeed")) * cvar("g_balance_falldamage_factor");\r
else\r
dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));\r
+ if(self.scale) // we are smaller or larger, so we take more or less falling damage\r
+ dm *= (1 + cvar("g_healthsize_movementfactor")) - cvar("g_healthsize_movementfactor") * self.scale; \r
if (dm > 0)\r
Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');\r
else if(vlen(self.velocity) > 100000 && cvar("developer"))\r