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-rw-r--r--src/cgame/cg_event.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
index 0b102647..2401d04e 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -561,7 +561,7 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
if( clientNum == cg.predictedPlayerState.clientNum )
{
// smooth landing z changes
- cg.landChange = -8;
+ cg.landChange = -1 * BG_Class( cg.predictedPlayerState.stats[ STAT_CLASS ] )->landBob;
cg.landTime = cg.time;
}
break;
@@ -573,19 +573,19 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
if( clientNum == cg.predictedPlayerState.clientNum )
{
// smooth landing z changes
- cg.landChange = -16;
+ cg.landChange = -2 * BG_Class( cg.predictedPlayerState.stats[ STAT_CLASS ] )->landBob;
cg.landTime = cg.time;
}
break;
case EV_FALL_FAR:
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) );
+ trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) );
cent->pe.painTime = cg.time; // don't play a pain sound right after this
if( clientNum == cg.predictedPlayerState.clientNum )
{
// smooth landing z changes
- cg.landChange = -24;
+ cg.landChange = -3 * BG_Class( cg.predictedPlayerState.stats[ STAT_CLASS ] )->landBob;
cg.landTime = cg.time;
}
break;