}
if (Animation::animations[victim->animTarget].height != lowheight) {
- float damagemult = (creature == wolftype ? 2.5 : 1.) * power * power;
+ float damagemult = PersonType::types[creature].power * power * power;
XYZ relative = velocity;
relative.y = 0;
Normalise(&relative);
}
//Move impacts
- float damagemult = 1 * power;
- if (creature == wolftype) {
- damagemult = 2.5 * power;
- }
+ float damagemult = PersonType::types[creature].power * power;
if (hasvictim) {
damagemult /= victim->damagetolerance / 200;
}