Fix incorrect damage scaling behavior in CPropDrivableAPC::OnTakeDamage #334
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This resolves an issue with EZ's version of
vehicle_drivable_apcwhere players would end up taking marginally more damage when crouching/hiding in the drivers seat because of a mistake with the original implementationI've updated the comments but the short version is that the APC's
m_flViewLoweredvalue operates in the range of [-10, 0] rather than [0, 10], resulting in the player taking 0.75% more damage per hit rather than the (I'm assuming) intended behavior of taking half the value ofsk_apc_damage_normalinstead (e.g. 7.5% damage instead of 15%)