]> git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/g_damage.qc
Remove player model leaning from the code. It's too buggy, problematic, and not done...
[voretournament/voretournament.git] / data / qcsrc / server / g_damage.qc
index 6007f9105f8de95caf878a39a68b8740d03dd3d5..1c7a4b2ebbe1c62b56c69b246fa324b24a0898e4 100644 (file)
@@ -730,7 +730,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                                                {\r
                                                        teamdamage0 = max(attacker.dmg_team, cvar("g_teamdamage_threshold"));\r
                                                        attacker.dmg_team = attacker.dmg_team + damage;\r
-                                                       if(attacker.dmg_team > teamdamage0 && !g_ca)\r
+                                                       if(attacker.dmg_team > teamdamage0 && !g_ca && deathtype != DEATH_REGURGITATION)\r
                                                                mirrordamage = cvar("g_mirrordamage") * (attacker.dmg_team - teamdamage0);\r
                                                        mirrorforce = cvar("g_mirrordamage") * vlen(force);\r
                                                        if(g_ca)\r
@@ -799,10 +799,10 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                }\r
 \r
                // skill-based damage offset for bots\r
-               if(skill && cvar("skill_damage"))\r
+               if(skill && cvar("skill_offset"))\r
                {\r
                        float ofs;\r
-                       ofs = pow(skill / cvar("skill_damage_center"), cvar("skill_damage"));\r
+                       ofs = pow(skill / cvar("skill_offset_center"), cvar("skill_offset"));\r
                        if(clienttype(attacker) == CLIENTTYPE_BOT)\r
                                damage *= ofs;\r
                        if(clienttype(targ) == CLIENTTYPE_BOT)\r
@@ -860,7 +860,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                                                }\r
                                        }\r
                                }\r
-                               else\r
+                               else if(deathtype != DEATH_REGURGITATION)\r
                                {\r
                                        if(deathtype != DEATH_FIRE)\r
                                                attacker.typehitsound += 1;\r
@@ -874,19 +874,6 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float
                                }\r
                        }\r
                }\r
-\r
-               // lean the player based on the amount of damage taken\r
-               if(cvar("g_leanplayer_damage"))\r
-               if(targ.classname == "player" && WEP_VALID(DEATH_WEAPONOF(deathtype))) // only for damage caused by weapons\r
-               {\r
-                       targ.leanangle_damage_loc = hitloc - targ.origin;\r
-                       targ.leanangle_damage_force += force * cvar("g_leanplayer_damage"); // keep existing force if any\r
-\r
-                       // bound angles to the specified limit\r
-                       targ.leanangle_damage_force_x = bound(-cvar("g_leanplayer_damage_max"), targ.leanangle_damage_force_x, cvar("g_leanplayer_damage_max"));\r
-                       targ.leanangle_damage_force_y = bound(-cvar("g_leanplayer_damage_max"), targ.leanangle_damage_force_y, cvar("g_leanplayer_damage_max"));\r
-                       targ.leanangle_damage_force_z = bound(-cvar("g_leanplayer_damage_max"), targ.leanangle_damage_force_z, cvar("g_leanplayer_damage_max"));\r
-               }\r
        }\r
 \r
        // apply push\r