Yeah, the ratio should probably be multiplied first...

This commit is contained in:
Marco Cawthorne 2017-09-26 00:43:17 -05:00
parent 3c591536dc
commit 076c2bf09e
2 changed files with 1 additions and 1 deletions

View file

@ -118,7 +118,7 @@ void Damage_Apply( entity eTarget, entity eAttacker, int iDamage, vector vHitPos
float fRatio = 0.5;
if ( eAttacker.weapon ) {
fRatio = wptTable[ eAttacker.weapon ].fWeaponArmorRatio;
fRatio *= wptTable[ eAttacker.weapon ].fWeaponArmorRatio;
}
// Simple implementation of how kevlar damage is calculated

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