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);
}
}
sv_maxairstrafespeed = cvar("sv_maxairstrafespeed");
sv_airstrafeaccel_qw = cvar("sv_airstrafeaccel_qw");
sv_aircontrol = cvar("sv_aircontrol");
+ sv_aircontrol_penalty = cvar("sv_aircontrol_penalty");
sv_aircontrol_power = cvar("sv_aircontrol_power");
sv_warsowbunny_airforwardaccel = cvar("sv_warsowbunny_airforwardaccel");
sv_warsowbunny_accel = cvar("sv_warsowbunny_accel");