}\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