diff options
Diffstat (limited to 'src/cgame/cg_event.c')
-rw-r--r-- | src/cgame/cg_event.c | 8 |
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; |