]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Fix shake effect being applied only on the first damage of a multiple shot
authorterencehill <piuntn@gmail.com>
Tue, 25 Nov 2014 21:51:18 +0000 (22:51 +0100)
committerterencehill <piuntn@gmail.com>
Tue, 25 Nov 2014 21:51:18 +0000 (22:51 +0100)
qcsrc/server/cl_player.qc

index 0301c83556104e1fc35f21c62d60ace95820229d..133a59d717f461d3e6ba7f51ac3745f4d9e72bc3 100644 (file)
@@ -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