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this can be easily fixed by removing flFallDamage *= random->RandomFloat( 0.8, 1.2 ); from here or checking value of tf_damage_disablespread and calculating random 20% based on that
disable randomized spread patterns for continuous fire weapons (improved)
clear cheat flag on tf_viewmodels_offset_override ValveSoftware/Source-1-Games#2484
replicate first person taunt on server ValveSoftware/Source-1-Games#2079
flag third person medieval mode as cheat
clear cheat flags on freeze cam times, so that servers can more easily adjust their respawn times
Hello,
tf_damage_disablespread 1
does not remove falls damage's 20% variance (according to Wiki)Thanks
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