-- __ _ _______ _ __ -- / / /\ | | |__ __| | | \ \ -- / / / \ | |_ __ ___ | | ___ ___| |__ \ \ -- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > > -- \ \ / ____ \| | | | | | | | __/ (__| | | | / / -- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/ local damagescales = { [HITGROUP_HEAD] = Quantum.Server.Settings.DamageScale[HITGROUP_HEAD], [HITGROUP_CHEST] = Quantum.Server.Settings.DamageScale[HITGROUP_CHEST], [HITGROUP_STOMACH] = Quantum.Server.Settings.DamageScale[HITGROUP_STOMACH], [HITGROUP_LEFTARM] = Quantum.Server.Settings.DamageScale[HITGROUP_LEFTARM], [HITGROUP_RIGHTARM] = Quantum.Server.Settings.DamageScale[HITGROUP_RIGHTARM], [HITGROUP_LEFTLEG] = Quantum.Server.Settings.DamageScale[HITGROUP_LEFTLEG], [HITGROUP_RIGHTLEG] = Quantum.Server.Settings.DamageScale[HITGROUP_RIGHTLEG] } 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( math.Round( dmginfo:GetDamage() ) ) .. " )" ) 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 function GM:PlayerDeathSound() return true end hook.Add( "EntityTakeDamage", "Quantum_PlayerDamage_SoundEffect", function( pl, dmginfo ) if( pl:IsPlayer() && dmginfo:GetDamage() >= 25 ) then local soundlist = { pain = Quantum.Server.Settings.PainSounds.Male, -- replace later with correct gender for the playermodel/character idlepain = Quantum.Server.Settings.IdlePainSounds.Male -- same for this one } pl:EmitSound( Quantum.Server.Settings.PainSounds.Male[ math.random( 1, #Quantum.Server.Settings.PainSounds.Male ) ] ) if( timer.Exists( "Quantum_PlayerHurtSounds_" .. tostring( pl ) ) ) then timer.Remove( "Quantum_PlayerHurtSounds_" .. tostring( pl ) ) end -- if it already exists remove it timer.Create( "Quantum_PlayerHurtSounds_" .. tostring( pl ), 4, 0, function() local rannum = math.random( 0, 100 ) if( rannum >= Quantum.Server.Settings.DamageHurtSoundRepeatChance ) then -- Make the player "moan" for a while when hurt pl:EmitSound( Quantum.Server.Settings.IdlePainSounds.Male[ math.random( 1, #Quantum.Server.Settings.IdlePainSounds.Male ) ] ) end end) timer.Simple( 60, function() timer.Remove( "Quantum_PlayerHurtSounds_" .. tostring( pl ) ) -- remove the timer for the player end) end end)