Yeah, the ratio should probably be multiplied first...
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@ -118,7 +118,7 @@ void Damage_Apply( entity eTarget, entity eAttacker, int iDamage, vector vHitPos
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float fRatio = 0.5;
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if ( eAttacker.weapon ) {
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fRatio = wptTable[ eAttacker.weapon ].fWeaponArmorRatio;
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fRatio *= wptTable[ eAttacker.weapon ].fWeaponArmorRatio;
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}
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// Simple implementation of how kevlar damage is calculated
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freecs/progs.dat
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