diff --git a/gamemode/core/server/sv_player_damage.lua b/gamemode/core/server/sv_player_damage.lua index cef02a0..25c519b 100644 --- a/gamemode/core/server/sv_player_damage.lua +++ b/gamemode/core/server/sv_player_damage.lua @@ -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