}
}
- if(!is_pushed && ((this.spawnflags & ADD_XY) || (this.spawnflags & ADD_Z))) // remember jump pads which boost on initial touch
+ if(!is_pushed) // remember velocity jump pads
{
bool limit_reached = true;
for(int i = 0; i < MAX_PUSHED; ++i)
}
}
- if(!is_pushed || !(this.spawnflags & ADD_Z)) UNSET_ONGROUND(targ);
+ if(!is_pushed) UNSET_ONGROUND(targ);
#ifdef CSQC
if (targ.flags & FL_PROJECTILE)
// prevent sound spam when a player hits the jumppad more than once
// or when a dead player gets stuck in the jumppad for some reason
- if((!is_pushed || !((this.spawnflags & ADD_XY) && (this.spawnflags & ADD_Z))) && this.pushltime < time && !(IS_DEAD(targ) && targ.velocity == '0 0 0'))
+ if(!is_pushed && this.pushltime < time && !(IS_DEAD(targ) && targ.velocity == '0 0 0'))
{
// flash when activated
Send_Effect(EFFECT_JUMPPAD, targ.origin, targ.velocity, 1);
*/
spawnfunc(trigger_push_velocity)
{
- SetMovedir(this);
-
trigger_init(this);
this.active = ACTIVE_ACTIVE;