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Raise the player fall damage threshold to a much more fun level
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@ -1999,13 +1999,15 @@ void ClientEnvironment::step(float dtime)
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if(info.t == COLLISION_FALL)
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{
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//f32 tolerance = BS*10; // 2 without damage
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f32 tolerance = BS*12; // 3 without damage
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//f32 tolerance = BS*12; // 3 without damage
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f32 tolerance = BS*14; // 5 without damage
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f32 factor = 1;
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if(info.speed > tolerance)
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{
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f32 damage_f = (info.speed - tolerance)/BS*factor;
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u16 damage = (u16)(damage_f+0.5);
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damageLocalPlayer(damage, true);
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if(damage != 0)
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damageLocalPlayer(damage, true);
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}
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}
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}
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