Quantum is a Garry's Mod RPG framework.
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quantum/gamemode/core/server/sv_player_damage.lua

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-- __ _ _______ _ __
-- / / /\ | | |__ __| | | \ \
-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
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