self.dmg = 2;\r
}\r
// check for falling damage\r
- if(!self.grabber.state && !g_ca && !(g_cts && !cvar("g_cts_selfdamage")))\r
+ if(!(g_cts && !cvar("g_cts_selfdamage")))\r
{\r
dm = vlen(self.oldvelocity) - vlen(self.velocity); // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.\r
if (self.deadflag)\r
else\r
dm = min((dm - cvar("g_balance_falldamage_minspeed")) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));\r
if (dm > 0)\r
- {\r
Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');\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