if(sound_allowed(MSG_BROADCAST, attacker))
if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
+ if(self.health > 1)
// exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
{
- if(self.health > 75) // TODO make a "gentle" version?
+ if(deathtype == DEATH_FALL)
+ PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ else if(self.health > 75) // TODO make a "gentle" version?
PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 50)
PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 25)
PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
- else if(self.health > 1)
+ else
PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
}
}
{
string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
float flood, privatemsgprefixlen;
+ var .float flood_field;
entity head;
float ret;
float flood_spl;
float flood_burst;
float flood_lmax;
- var .float flood_field;
float lines;
if(privatesay)
{
else
flood = 1;
}
- }
- if (timeoutStatus == 2) //when game is paused, no flood protection
- source.flood_field = flood = 0;
+ if (timeoutStatus == 2) //when game is paused, no flood protection
+ source.flood_field = flood = 0;
+ }
if(flood == 2) // cannot happen for empty msgstr
{