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authorLeonardo Bishop <me@leonardobishop.com>2023-08-06 17:21:45 +0100
committerLeonardo Bishop <me@leonardobishop.com>2023-08-06 17:21:45 +0100
commit0bba89a7858ce091f485e04284f853e1f7f304af (patch)
tree89ba42616e0f245cc84c96cc5b353eea117057d0 /code/pawn/component/FallDamageComponent.cs
parent87d74b50bf443bf199be05bd03afdca6ece082ff (diff)
ReformatHEADmaster
Diffstat (limited to 'code/pawn/component/FallDamageComponent.cs')
-rw-r--r--code/pawn/component/FallDamageComponent.cs16
1 files changed, 9 insertions, 7 deletions
diff --git a/code/pawn/component/FallDamageComponent.cs b/code/pawn/component/FallDamageComponent.cs
index 59e75d3..97d24a4 100644
--- a/code/pawn/component/FallDamageComponent.cs
+++ b/code/pawn/component/FallDamageComponent.cs
@@ -2,22 +2,24 @@
namespace MurderGame;
-public partial class FallDamageComponent : EntityComponent<Player>, ISingletonComponent
+public class FallDamageComponent : EntityComponent<Player>, ISingletonComponent
{
- float PreviousZVelocity = 0;
- const float LethalFallSpeed = 1024;
- const float SafeFallSpeed = 580;
- const float DamageForSpeed = (float)100 / (LethalFallSpeed - SafeFallSpeed); // damage per unit per second.
+ private const float LethalFallSpeed = 1024;
+ private const float SafeFallSpeed = 580;
+ private const float DamageForSpeed = 100 / (LethalFallSpeed - SafeFallSpeed); // damage per unit per second.
+ private float PreviousZVelocity;
+
public void Simulate( IClient cl )
{
var FallSpeed = -PreviousZVelocity;
- if ( FallSpeed > (SafeFallSpeed * Entity.Scale) && Entity.GroundEntity != null )
+ if ( FallSpeed > SafeFallSpeed * Entity.Scale && Entity.GroundEntity != null )
{
- var FallDamage = (FallSpeed - (SafeFallSpeed * Entity.Scale)) * (DamageForSpeed * Entity.Scale);
+ var FallDamage = (FallSpeed - SafeFallSpeed * Entity.Scale) * (DamageForSpeed * Entity.Scale);
var info = DamageInfo.Generic( FallDamage ).WithTag( "fall" );
Entity.TakeDamage( info );
Entity.PlaySound( "fall" );
}
+
PreviousZVelocity = Entity.Velocity.z;
}
}