From 014633460f0eeec91445039e38ed409c8d393d0b Mon Sep 17 00:00:00 2001
From: terencehill <piuntn@gmail.com>
Date: Tue, 25 Nov 2014 22:51:18 +0100
Subject: [PATCH] Fix shake effect being applied only on the first damage of a
 multiple shot

---
 qcsrc/server/cl_player.qc | 18 +++++++++---------
 1 file changed, 9 insertions(+), 9 deletions(-)

diff --git a/qcsrc/server/cl_player.qc b/qcsrc/server/cl_player.qc
index 0301c8355..133a59d71 100644
--- a/qcsrc/server/cl_player.qc
+++ b/qcsrc/server/cl_player.qc
@@ -535,7 +535,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
 			self.health = self.health - take;
 			// pause regeneration for 5 seconds
 			if(take)
-                self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+				self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
 
 			if (time > self.pain_finished)		//Don't switch pain sequences like crazy
 			{
@@ -570,15 +570,15 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
 							PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
 					}
 				}
+			}
 
-				// throw off bot aim temporarily
-				float shake;
-				if(IS_BOT_CLIENT(self) && self.health >= 1)
-				{
-					shake = damage * 5 / (bound(0,skill,100) + 1);
-					self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
-					self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
-				}
+			// throw off bot aim temporarily
+			float shake;
+			if(IS_BOT_CLIENT(self) && self.health >= 1)
+			{
+				shake = damage * 5 / (bound(0,skill,100) + 1);
+				self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
+				self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
 			}
 		}
 		else
-- 
2.39.5