// check for falling damage\r
if(!(g_cts && !cvar("g_cts_selfdamage")))\r
{\r
+ // if we are smaller or larger, take more or less falling damage\r
+ float scalefac;\r
+ scalefac = cvar("g_healthsize") ? pow(self.scale, cvar("g_healthsize_falldamagefactor")) : 1;\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
- dm = (dm - cvar("g_balance_falldamage_deadminspeed")) * cvar("g_balance_falldamage_factor");\r
+ dm = (dm - cvar("g_balance_falldamage_deadminspeed") * scalefac) * 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(cvar("g_healthsize")) // if we are smaller or larger, we take more or less falling damage\r
- dm *= (1 + cvar("g_healthsize_movementfactor")) - cvar("g_healthsize_movementfactor") * self.scale; \r
+ dm = min((dm - cvar("g_balance_falldamage_minspeed") * scalefac) * cvar("g_balance_falldamage_factor"), cvar("g_balance_falldamage_maxdamage"));\r
+ dm /= scalefac;\r
if (dm > 0)\r
Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');\r
else if(vlen(self.velocity) > 100000 && cvar("developer"))\r
continue; // not for self\r
if not(head.flags & FL_ONGROUND)\r
continue; // we only feel the ground shaking if we are sitting on it\r
+ if(head.stat_eaten)\r
+ continue; // not for prey\r
\r
float shake;\r
shake = vlen(head.origin - self.origin);\r
if(shake)\r
shake = 1 - bound(0, shake / cvar("g_healthsize_quake_step_radius"), 1);\r
- shake *= cvar("g_healthsize_quake_step");\r
+ shake *= playersize_macro(self) * cvar("g_healthsize_quake_step");\r
\r
head.punchvector_x += crandom() * shake;\r
head.punchvector_y += crandom() * shake;\r