\r
if (self.punchangle != '0 0 0')\r
{\r
- f = vlen(self.punchangle) - 15 * frametime;\r
+ f = vlen(self.punchangle) - cvar("sv_punchangle_speed") * frametime;\r
if (f > 0)\r
self.punchangle = normalize(self.punchangle) * f;\r
else\r
\r
if (self.punchvector != '0 0 0')\r
{\r
- f = vlen(self.punchvector) - 30 * frametime;\r
+ f = vlen(self.punchvector) - cvar("sv_punchvector_speed") * frametime;\r
if (f > 0)\r
self.punchvector = normalize(self.punchvector) * f;\r
else\r
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)\r
{\r
GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, bound(0, VOL_BASE * (1 - playersize_micro(self)), 1));\r
- pointparticles(particleeffectnum("ground_metal"), self.origin, '0 0 0', self.scale);\r
+ pointparticles(particleeffectnum("ground_metal"), self.origin, '0 0 0', floor(self.scale * PARTICLE_MULTIPLIER));\r
}\r
else\r
{\r
GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, bound(0, VOL_BASE * (1 - playersize_micro(self)), 1));\r
- pointparticles(particleeffectnum("ground_dirt"), self.origin, '0 0 0', self.scale);\r
+ pointparticles(particleeffectnum("ground_dirt"), self.origin, '0 0 0', floor(self.scale * PARTICLE_MULTIPLIER));\r
}\r
sound(self, CHAN_AUTO, "misc/macro_hitground.wav", bound(0, VOL_BASE * playersize_macro(self), 1), ATTN_NORM);\r
\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_fall_radius"), 1);\r
- shake *= cvar("g_healthsize_quake_fall");\r
+ shake *= playersize_macro(self) * cvar("g_healthsize_quake_fall");\r
\r
head.punchvector_x += crandom() * shake;\r
head.punchvector_y += crandom() * shake;\r