if(!DEATH_ISSPECIAL(deathtype))
{
- damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0));
+ damage *= bound(1.0, this.cvar_cl_handicap, 10.0);
if(this != attacker)
- damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
+ damage /= bound(1.0, attacker.cvar_cl_handicap, 10.0);
}
if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
}
if(sound_allowed(MSG_BROADCAST, attacker))
- if((this.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != this) // WEAPONTODO: create separate limit for pain notification with laser
+ if(this.health < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
if(this.health > 1)
// exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity went = weaponentities[slot];
- SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_switchweapon.m_id, went);
+ SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_weapon, went);
}
// become fully visible
teamsay = false;
}
- if(gameover)
+ if(game_stopped)
teamsay = false;
if (!source) {
if (!privatesay && source && !IS_PLAYER(source))
{
- if (!gameover)
+ if (!game_stopped)
if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
teamsay = -1; // spectators
}