return; // if the entity hasn't moved and isn't moving, then don't do anything
// check for falling damage
- float velocity_len = vlen(this.velocity);
bool have_hook = false;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
}
if(!have_hook)
{
- float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
+ float dm; // dm is the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
+ if(autocvar_g_balance_falldamage_onlyvertical)
+ dm = fabs(this.oldvelocity.z) - fabs(this.velocity.z);
+ else
+ dm = vlen(this.oldvelocity) - vlen(this.velocity);
if (IS_DEAD(this))
dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
else
}
}
- if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
+ if(autocvar_g_maxspeed > 0 && vdist(this.velocity, >, autocvar_g_maxspeed))
Damage (this, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, DMG_NOWEP, this.origin, '0 0 0');
}