entity e;\r
e = get_weaponinfo(j);\r
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
- self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+ self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
}\r
\r
oldself = self;\r
\r
LA = AnglesTransform_Multiply(LA, LF);\r
\r
- // fade the player back to normal rotation each frame, based on how much damage they have taken\r
- // this is used to simulate damage, so a wounded player will get back up slower\r
- if(self.leanangle_damage) // prevent division by zero\r
- if(self.leanangle_damage_force) // extra safety\r
- {\r
- float leanangle_damage_fade;\r
- leanangle_damage_fade = 1 / (1 + (self.leanangle_damage * cvar("g_leanplayer_damage_fade")));\r
- self.leanangle_damage_force = self.leanangle_damage_force * leanangle_damage_fade;\r
- }\r
+ // fade the player back to normal rotation each frame\r
+ if(self.leanangle_damage_force) // safety\r
+ self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade");\r
// end of damage leaning\r
\r
self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE);\r