CS(this).movement = '0 0 0';
maxspeed = autocvar_sv_maxspeed;
+ PHYS_INPUT_BUTTON_JETPACK(this) = false;
// Jetpack navigation
if(this.goalcurrent)
if(this.navigation_jetpack_goal)
}
// Flying
- PHYS_INPUT_BUTTON_HOOK(this) = true;
+ PHYS_INPUT_BUTTON_JETPACK(this) = true;
if(this.navigation_jetpack_point.z - STAT(PL_MAX, this).z + STAT(PL_MIN, this).z < this.origin.z)
{
CS(this).movement_x = dir * v_forward * maxspeed;
this.aistatus &= ~AI_STATUS_OUT_JUMPPAD;
// If there is a trigger_hurt right below try to use the jetpack or make a rocketjump
- if(skill>6)
- if (!(IS_ONGROUND(this)))
+ if (skill > 6 && !(IS_ONGROUND(this)))
{
#define ROCKETJUMP_DAMAGE() WEP_CVAR(devastator, damage) * 0.8 \
* ((this.strength_finished < time) ? autocvar_g_balance_powerup_strength_selfdamage : 1) \
if(tracebox_hits_trigger_hurt(this.origin, this.mins, this.maxs, trace_endpos + '0 0 1' ))
{
if(this.velocity.z<0)
- {
- PHYS_INPUT_BUTTON_HOOK(this) = true;
- }
+ PHYS_INPUT_BUTTON_JETPACK(this) = true;
}
else
- PHYS_INPUT_BUTTON_HOOK(this) = true;
+ PHYS_INPUT_BUTTON_JETPACK(this) = true;
// If there is no goal try to move forward