if(self.flags & FL_FLY || self.flags & FL_SWIM)
movelib_move_simple(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
else
- movelib_move_simple_gravity(v_forward, ((self.enemy) ? runspeed : walkspeed), 0.6);
+ movelib_move(v_forward, ((self.enemy) ? runspeed : walkspeed), 0, 200, 0.6);
if(time > self.pain_finished)
if(time > self.attack_finished_single)
entity mon = get_monsterinfo(mon_id);
// support for quake style removing monsters based on skill
- switch(monster_skill)
- {
- case 0:
- case 1: if(self.spawnflags & MONSTERSKILL_NOTEASY) return FALSE; break;
- case 2: if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) return FALSE; break;
- default:
- case 3: if(self.spawnflags & MONSTERSKILL_NOTHARD) return FALSE; break;
- }
+ if(monster_skill <= 1) if(self.spawnflags & MONSTERSKILL_NOTEASY) { return FALSE; }
+ if(monster_skill == 2) if(self.spawnflags & MONSTERSKILL_NOTMEDIUM) { return FALSE; }
+ if(monster_skill >= 3) if(self.spawnflags & MONSTERSKILL_NOTHARD) { return FALSE; }
if(self.team && !teamplay)
self.team = 0;
self.velocity = normalize(self.velocity) * (mspeed - 50);//* max_velocity;
}
-void movelib_move_simple_gravity(vector newdir,float velo,float blendrate)
-{
- float z_speed = self.velocity_z;
- self.movelib_lastupdate = time;
- self.velocity = self.velocity * (1 - blendrate) + (newdir * blendrate) * velo;
- self.velocity_z = z_speed * self.gravity;
-}
-
-void movelib_jump_simple(float power){
- self.velocity_z=power;
- self.movelib_lastupdate = time;
-}
-
/*
.float mass;
.float side_friction;