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authorTim Angus <tim@ngus.net>2003-09-01 05:02:20 +0000
committerTim Angus <tim@ngus.net>2003-09-01 05:02:20 +0000
commitbfe055a63d4ce8577e6b86c2e9535993ae592c59 (patch)
tree0e4e516eccf6792e915f04bea5ccbfc8fe77841e /src/game/bg_pmove.c
parent6a4b99df6b94a9bbf90a6f59c3583c76424b421f (diff)
* Realistic falling damage
* Added fallDamage to class database * Added DAMAGE_NO_LOCDAMAGE dflag to avoid calculating locational damage
Diffstat (limited to 'src/game/bg_pmove.c')
-rw-r--r--src/game/bg_pmove.c6
1 files changed, 4 insertions, 2 deletions
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index 9e0ad62c..df2f7c7e 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -1396,11 +1396,13 @@ static void PM_CrashLand( void )
// want to take damage or play a crunch sound
if( !( pml.groundTrace.surfaceFlags & SURF_NODAMAGE ) )
{
- if( delta > 60 )
+ pm->ps->stats[ STAT_FALLDIST ] = delta;
+
+ if( delta > AVG_FALL_DISTANCE )
{
PM_AddEvent( EV_FALL_FAR );
}
- else if( delta > 40 )
+ else if( delta > MIN_FALL_DISTANCE )
{
// this is a pain grunt, so don't play it if dead
if( pm->ps->stats[STAT_HEALTH] > 0 )