diff --git a/sp/src/game/server/Human_Error/vehicle_drivable_apc.cpp b/sp/src/game/server/Human_Error/vehicle_drivable_apc.cpp index 68d248bc252..081510dba2c 100644 --- a/sp/src/game/server/Human_Error/vehicle_drivable_apc.cpp +++ b/sp/src/game/server/Human_Error/vehicle_drivable_apc.cpp @@ -709,10 +709,10 @@ int CPropDrivableAPC::OnTakeDamage( const CTakeDamageInfo &inputInfo ) float flNormalDamageModifier = sk_apc_damage_normal.GetFloat(); #ifdef EZ - // In Human Error, the view hide damage reduce percent modifier was half of the normal damage modifier divided by the maximum flViewLowered distance, 10 - // 0.15 / 2 / 10 = 0.0075 - // In Entropy : Zero, we want it to have half of the normal damage modifier divided by 10 - float flViewHideDamageReduce = flNormalDamageModifier / 20.0f; + // In Human Error, the view hide damage reduce percent modifier was half of the normal damage modifier divided by flViewLowered which uses the range [-10, 0] + // 0.15 + (-10 * 0.0075) = 0.075 or half the original modifier + // In Entropy : Zero, to recreate that behavior we just multiply by -0.5 + float flViewHideDamageReduce = flNormalDamageModifier * -0.5; #else float flViewHideDamageReduce = (float)(m_flViewLowered * 0.0075); #endif