diff options
author | Christopher Schwarz <lakitu7@gmail.com> | 2009-10-08 16:14:26 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:16:42 +0000 |
commit | 030f30383f37f5f4e52be312b23579eeb20f1f5e (patch) | |
tree | 0a10e07646fbc9b4ae309e409a7abbebdaa5312a /src | |
parent | b5ae598e12025ceefe0fb32d044086108470dff6 (diff) |
* (bug 3345) Cap knockback damage from falling, so that humans no longer 'bounce' from large falls
Diffstat (limited to 'src')
-rw-r--r-- | src/game/g_combat.c | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/src/game/g_combat.c b/src/game/g_combat.c index adc02f7f..8b5877cf 100644 --- a/src/game/g_combat.c +++ b/src/game/g_combat.c @@ -939,6 +939,11 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, BG_Class( targ->client->ps.stats[ STAT_CLASS ] )->knockbackScale ); } + // Too much knockback from falling really far makes you "bounce" and + // looks silly. However, none at all also looks bad. Cap it. + if( mod == MOD_FALLING && knockback > 50 ) + knockback = 50; + if( knockback > 200 ) knockback = 200; |