-- __ _ _______ _ __ -- / / /\ | | |__ __| | | \ \ -- / / / \ | |_ __ ___ | | ___ ___| |__ \ \ -- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > > -- \ \ / ____ \| | | | | | | | __/ (__| | | | / / -- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/ 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(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 function GM:PlayerDeathSound() return true end