The lasgun has knockback because the Quake engine is designed that way.
Any time you take damage from anything, you get knocked back in the opposite direction from the source of the damage. How high or how far you get knocked back is proportional to the angle and ammount of damage you take when something hits you.
This is why you sometimes "bounce" while falling as a human and why its hard to pounce as a dragoon when you're getting shot in the nose.
*rainbow* The more you know...
not true, knockback is trem driven variable
every class has different knockback parameter (its hard to knockback a tyrr)
that is exactly why you dont get a knockback form poison - its damage is indirect
-------------------------------------------------
if( !dir )
dflags |= DAMAGE_NO_KNOCKBACK;
else
VectorNormalize( dir );
// silly hack to give norf his knockbacking teslas
if( !strcmp( inflictor->classname, "team_human_tesla" ) )
knockback *= 4;
// ...and for goon pouncing
if( mod == MOD_LEVEL3_POUNCE )
knockback *= 3;
....
if( targ->flags & FL_NO_KNOCKBACK )
knockback = 0;
if( dflags & DAMAGE_NO_KNOCKBACK )
knockback = 0;
-------------------------------------------------
TADA, so all that should be done is add here
if( mod == MOD_LASGUN )
knockback = 0;
btw WHY :
// silly hack to give norf his knockbacking teslas
if( !strcmp( inflictor->classname, "team_human_tesla" ) )
knockback *= 4;
and not
if( mod == MOD_TESLAGEN )
knockback *= 4;
?? any DEV is reading this?
btw2: you wrote about bouncing from a high fall - that IS A BUG, and it seems to not be fixed hmm, I'l look in to it in a sec, fall damage should be indirect anyway. I hate when i bounce back from a high fall as adv.granger ...