From fdf4e3da6e6b644d79700ba9dc4019d9a8b9e011 Mon Sep 17 00:00:00 2001 From: MirceaKitsune Date: Mon, 2 May 2011 23:09:40 +0300 Subject: [PATCH] Move the falldamage offset in the right spot --- data/qcsrc/server/sv_main.qc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/data/qcsrc/server/sv_main.qc b/data/qcsrc/server/sv_main.qc index 4fadff76..bfdbd9c2 100644 --- a/data/qcsrc/server/sv_main.qc +++ b/data/qcsrc/server/sv_main.qc @@ -70,12 +70,12 @@ void CreatureFrame (void) if(!(g_cts && !cvar("g_cts_selfdamage"))) { dm = vlen(self.oldvelocity) - vlen(self.velocity); // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage. - if(self.scale) // we are smaller or larger, so we take more or less falling damage - dm *= (1 + cvar("g_healthsize_movementfactor")) - cvar("g_healthsize_movementfactor") * self.scale; if (self.deadflag) dm = (dm - cvar("g_balance_falldamage_deadminspeed")) * cvar("g_balance_falldamage_factor"); else dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage")); + if(self.scale) // we are smaller or larger, so we take more or less falling damage + dm *= (1 + cvar("g_healthsize_movementfactor")) - cvar("g_healthsize_movementfactor") * self.scale; if (dm > 0) Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0'); else if(vlen(self.velocity) > 100000 && cvar("developer")) -- 2.39.2