pre_factor = 1.0 + (float)addp/100.0;
}
float speed = pre_factor * speed_diff.getLength();
- if(speed > tolerance)
- {
- f32 damage_f = (speed - tolerance)/BS * post_factor;
- u16 damage = (u16)(damage_f+0.5);
- if(damage != 0){
+ if (speed > tolerance) {
+ f32 damage_f = (speed - tolerance) / BS * post_factor;
+ u8 damage = (u8)MYMIN(damage_f + 0.5, 255);
+ if (damage != 0) {
damageLocalPlayer(damage, true);
MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
m_client->event()->put(e);