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
{
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