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-- __ _ _______ _ __
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-- / / /\ | | |__ __| | | \ \
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-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
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-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
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-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
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-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
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local damagescales = {
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[HITGROUP_HEAD] = Quantum.Server.Settings.DamageScale[HITGROUP_HEAD],
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[HITGROUP_CHEST] = Quantum.Server.Settings.DamageScale[HITGROUP_CHEST],
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[HITGROUP_STOMACH] = Quantum.Server.Settings.DamageScale[HITGROUP_STOMACH],
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[HITGROUP_LEFTARM] = Quantum.Server.Settings.DamageScale[HITGROUP_LEFTARM],
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[HITGROUP_RIGHTARM] = Quantum.Server.Settings.DamageScale[HITGROUP_RIGHTARM],
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[HITGROUP_LEFTLEG] = Quantum.Server.Settings.DamageScale[HITGROUP_LEFTLEG],
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[HITGROUP_RIGHTLEG] = Quantum.Server.Settings.DamageScale[HITGROUP_RIGHTLEG]
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}
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function GM:ScalePlayerDamage( pl, hitgroup, dmginfo ) -- This is used for getting shot etc
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if( damagescales[hitgroup] ~= nil ) then dmginfo:ScaleDamage( damagescales[hitgroup] ) end
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Quantum.Debug( tostring(pl) .. " got damaged (" .. tostring(hitgroup) .. " : " .. tostring(dmginfo) .. " )" )
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end
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function GM:GetFallDamage( pl, vel )
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Quantum.Debug( tostring(pl) .. " got damaged ( Fall Damage : " .. tostring( math.Round( vel / 8 ) ) .. " )" )
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return vel / 8 -- Makes the player take more "realistic" fall damage
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end
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function GM:PlayerDeathSound() return true end
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