return;
}
+ // the controller only thinks every 0.1 seconds, so very short
+ // animations should just use the traditional movement
+ if (traveltime < 0.3)
+ {
+ self.velocity = delta * (1/traveltime); // QuakeC doesn't allow vector/float division
+ self.nextthink = self.ltime + traveltime;
+ return;
+ }
+
controller = spawn();
controller.classname = "SUB_CalcMove_controller";
controller.owner = self;
controller.think = SUB_CalcMove_controller_think;
controller.think1 = self.think;
- // let the controller handle the velocity compuation
- //self.velocity = delta * (1/traveltime); // QuakeC doesn't allow vector/float division
+ // the thinking is now done by the controller
self.think = SUB_Null;
self.nextthink = self.ltime + traveltime;