Fix falling damage

This commit is contained in:
Sergeanur 2021-07-22 20:07:51 +03:00
parent bbbe9b2632
commit 953e4fc4ff

View File

@ -3009,7 +3009,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
lowerSpeedLimit *= 1.5f; lowerSpeedLimit *= 1.5f;
} }
CAnimBlendAssociation *fallAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FALL); CAnimBlendAssociation *fallAnim = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FALL);
if (!bWasStanding && speed > upperSpeedLimit && (!bPushedAlongByCar || m_vecMoveSpeed.z < lowerSpeedLimit) if (!bWasStanding && ((speed > upperSpeedLimit && !bPushedAlongByCar) || (m_vecMoveSpeed.z < lowerSpeedLimit))
&& m_pCollidingEntity != collidingEnt) { && m_pCollidingEntity != collidingEnt) {
float damage = 100.0f * Max(speed - 0.25f, 0.0f); float damage = 100.0f * Max(speed - 0.25f, 0.0f);