#define SET_ONGROUND(s) ((s).flags |= FL_ONGROUND)
#define UNSET_ONGROUND(s) ((s).flags &= ~FL_ONGROUND)
-.float move_ltime;
-.void(entity this) move_think;
-.float move_nextthink;
-.void(entity this, entity blocker) move_blocked;
+#ifdef CSQC
+.float bouncestop;
+.float bouncefactor;
+#endif
.float move_movetype;
.float move_time;
//func_train_find();
// but we will need these
- //this.move_nextthink = this.move_ltime + 0.1;
- //this.move_think = train_next;
train_next(this);
this.move_movetype = MOVETYPE_PUSH;
void plat_trigger_use(entity this, entity actor, entity trigger)
{
-#ifdef SVQC
if (getthink(this))
return; // already activated
-#elif defined(CSQC)
- if(this.move_think)
- return;
-#endif
plat_go_down(this);
}
setorigin(player, to); // NOTE: this also aborts the move, when this is called by touch
#ifdef SVQC
player.oldorigin = to; // for DP's unsticking
+ player.fixangle = true;
#endif
player.angles = to_angles;
- player.fixangle = true;
player.velocity = to_velocity;
BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);