- // fade the player back to normal rotation each frame, based on how much damage they have taken\r
- // this is used to simulate damage, so a wounded player will get back up slower\r
- if(self.leanangle_damage) // prevent division by zero\r
- if(self.leanangle_damage_force) // extra safety\r
- {\r
- float leanangle_damage_fade;\r
- leanangle_damage_fade = 1 / (1 + (self.leanangle_damage * cvar("g_leanplayer_damage_fade")));\r
- self.leanangle_damage_force = self.leanangle_damage_force * leanangle_damage_fade;\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