}
if (self.dmgtime < time)
{
- self.dmgtime = time + 0.1;
+ self.dmgtime = time + 0.2;
if (self.watertype == CONTENT_LAVA)
{
if (self.watersound_finished < time)
else
dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));
if (dm > 0)
- {
Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
- // this must be allowed to cut the normal pain sounds (played after them and on the same channel)
- // there's no way to detect falling damage and prevent the pain sounds for this to be played instead
- if(self.health > 0)
- PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
- }
}
maxspeed = cvar("g_maxspeed");
sv_warsowbunny_turnaccel = cvar("sv_warsowbunny_turnaccel");
sv_warsowbunny_backtosideratio = cvar("sv_warsowbunny_backtosideratio");
sv_airspeedlimit_nonqw = cvar("sv_airspeedlimit_nonqw");
+ sv_doublejump = cvar("sv_doublejump");
teamplay = cvar ("teamplay");
+
sys_frametime = cvar("sys_ticrate") * cvar("slowmo");
- sv_doublejump = cvar("sv_doublejump");
+ if(sys_frametime <= 0)
+ sys_frametime = 1.0 / 60.0; // somewhat safe fallback
if (timeoutStatus == 1) // just before the timeout (when timeoutStatus will be 2)
orig_slowmo = cvar("slowmo"); // slowmo will be restored after the timeout