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expected!
* Armour and local damage processing merged
* Armour and local damage scripts now accept a "name" parameter for 
debug output
* Norfenstein's non-locational damage formula now perfectly implemented 
-- there are restrictions! There can only be ONE layer of armour and all 
locational damage region files must cover the entire body and cannot 
overlap!
* Turning on g_debugDamage to 2 or 3 provides additional information on 
how the damage modifier was calculated
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calculations
* Light armour angles reverted to 100/80/100/80
* Norfenstein's balance changes for Dretch HP which got lost before 
somehow
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idea) require rebalancing of the Human damage regions. A number of 
errors with incorrect angles and crouching were also fixed.
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