|
|
|
@ -17,10 +17,11 @@ local damagescales = { |
|
|
|
|
|
|
|
|
|
function GM:ScalePlayerDamage( pl, hitgroup, dmginfo ) -- This is used for getting shot etc |
|
|
|
|
if( damagescales[hitgroup] ~= nil ) then dmginfo:ScaleDamage( damagescales[hitgroup] ) end |
|
|
|
|
Quantum.Debug( tostring(pl) .. " got damaged (" .. tostring(hitgroup) .. " : " .. tostring(dmginfo) ) |
|
|
|
|
Quantum.Debug( tostring(pl) .. " got damaged (" .. tostring(hitgroup) .. " : " .. tostring(dmginfo) .. " )" ) |
|
|
|
|
end |
|
|
|
|
|
|
|
|
|
function GM:GetFallDamage( pl, vel ) |
|
|
|
|
Quantum.Debug( tostring(pl) .. " got damaged ( Fall Damage : " .. tostring( math.Round( vel / 8 ) ) .. " )" ) |
|
|
|
|
return vel / 8 -- Makes the player take more "realistic" fall damage |
|
|
|
|
end |
|
|
|
|
|
|
|
|
|