dm = (dm - cvar("g_balance_falldamage_deadminspeed")) * cvar("g_balance_falldamage_factor");\r
else\r
dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));\r
+ if(self.scale) // we are smaller or larger, so we take more or less falling damage\r
+ dm *= (1 + cvar("g_healthsize_movementfactor")) - cvar("g_healthsize_movementfactor") * self.scale; \r
if (dm > 0)\r
- {\r
Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');\r
- // this must be allowed to cut the normal pain sounds (played after them and on the same channel)\r
- // there's no way to detect falling damage and prevent the pain sounds for this to be played instead\r
- PlayerSound(self, playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
- }\r
else if(vlen(self.velocity) > 100000 && cvar("developer"))\r
{\r
dprint(strcat(self.netname, " became too fast, please investigate: ", vtos(self.spawnorigin), "\n"));\r