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Fixed trigger_fall not doing anything when landing in water
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@@ -3907,13 +3907,11 @@ void CGameMovement::CheckFalling( void )
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return;
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#ifdef MAPBASE
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#ifdef GAME_DLL // Let's hope we could work without transmitting to the client...
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if ( player->m_bInTriggerFall )
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{
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// This lets the fall damage functions do their magic without having to change them.
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// This value lets the existing fall damage functions ensure a fatal fall.
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player->m_Local.m_flFallVelocity += (PLAYER_FATAL_FALL_SPEED + PLAYER_LAND_ON_FLOATING_OBJECT);
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}
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#endif
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#endif
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if ( !IsDead() && player->m_Local.m_flFallVelocity >= PLAYER_FALL_PUNCH_THRESHOLD )
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@@ -3921,7 +3919,11 @@ void CGameMovement::CheckFalling( void )
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bool bAlive = true;
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float fvol = 0.5;
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#ifdef MAPBASE
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if ( player->GetWaterLevel() > 0 && !player->m_bInTriggerFall )
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#else
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if ( player->GetWaterLevel() > 0 )
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#endif
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{
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// They landed in water.
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}
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