self.BUTTON_ATCK2 = 0;
self.BUTTON_ZOOM = 0;
self.BUTTON_CROUCH = 0;
- self.BUTTON_GRABBER = 0;
+ self.BUTTON_JETPACK = 0;
self.BUTTON_INFO = 0;
self.button8 = 0;
self.BUTTON_CHAT = 0;
}
// Flying
- self.BUTTON_GRABBER = TRUE;
+ self.BUTTON_JETPACK = TRUE;
if(self.navigation_jetpack_point_z - PL_MAX_z + PL_MIN_z < self.origin_z)
{
self.movement_x = dir * v_forward * maxspeed;
{
if(self.velocity_z<0)
{
- self.BUTTON_GRABBER = TRUE;
+ self.BUTTON_JETPACK = TRUE;
}
}
else
- self.BUTTON_GRABBER = TRUE;
+ self.BUTTON_JETPACK = TRUE;
// If there is no goal try to move forward
self.BUTTON_ATCK = FALSE;
self.BUTTON_ATCK2 = FALSE;
self.BUTTON_USE = FALSE;
- self.BUTTON_GRABBER = FALSE;
+ self.BUTTON_JETPACK = FALSE;
self.BUTTON_CHAT = FALSE;
self.BUTTON_DIGEST = FALSE;
self.BUTTON_REGURGITATE = FALSE;
self.BUTTON_USE = TRUE;
if(self.bot_cmd_keys & BOT_CMD_KEY_GRABBER)
- self.BUTTON_GRABBER = TRUE;
+ self.BUTTON_JETPACK = TRUE;
if(self.bot_cmd_keys & BOT_CMD_KEY_CHAT)
self.BUTTON_CHAT = TRUE;
self.BUTTON_USE = 0;
self.BUTTON_ATCK = 0;
self.BUTTON_JUMP = 0;
- self.BUTTON_GRABBER = 0;
+ self.BUTTON_JETPACK = 0;
self.BUTTON_CHAT = 0;
self.BUTTON_ATCK2 = 0;
self.BUTTON_CROUCH = 0;
{\r
if(frametime)\r
player_anim();\r
- button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_GRABBER || self.BUTTON_USE);\r
+ button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_JETPACK || self.BUTTON_USE);\r
force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));\r
if (self.deadflag == DEAD_DYING)\r
{\r
\r
anticheat_physics();\r
\r
- buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_GRABBER + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);\r
+ buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_JETPACK + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);\r
\r
if(!buttons)\r
c = "x";\r
{\r
// slight annoyance for nick change scripts\r
self.movement = -1 * self.movement;\r
- self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_GRABBER = self.BUTTON_USE = 0;\r
+ self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_JETPACK = self.BUTTON_USE = 0;\r
\r
if(self.nickspamcount >= cvar("g_nick_flood_penalty_red")) // if you are persistent and the slight annoyance above does not stop you, I'll show you!\r
{\r
PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);\r
}\r
}\r
- else if ((self.items & IT_JETPACK) && self.BUTTON_GRABBER && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))\r
+ else if ((self.items & IT_JETPACK) && self.BUTTON_JETPACK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))\r
{\r
//makevectors(self.v_angle_y * '0 1 0');\r
makevectors(self.v_angle);\r
else if (self.flags & FL_ONGROUND)\r
{\r
// we get here if we ran out of ammo\r
- if((self.items & IT_JETPACK) && self.BUTTON_GRABBER && !(buttons_prev & 32))\r
+ if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32))\r
sprint(self, "You don't have any fuel for the ^2Jetpack\n");\r
\r
// walking\r
{\r
float wishspeed0;\r
// we get here if we ran out of ammo\r
- if((self.items & IT_JETPACK) && self.BUTTON_GRABBER && !(buttons_prev & 32))\r
+ if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32))\r
sprint(self, "You don't have any fuel for the ^2Jetpack\n");\r
\r
if(maxspd_mod < 1)\r
#define BUTTON_ATCK2 button3\r
#define BUTTON_ZOOM button4\r
#define BUTTON_CROUCH button5\r
-#define BUTTON_GRABBER button6\r
+#define BUTTON_JETPACK button6\r
#define BUTTON_INFO button7\r
#define BUTTON_CHAT buttonchat\r
#define BUTTON_USE buttonuse\r
// voidGrabberFrame()\r
// {\r
// // this function has been modified for Voretournament\r
-// - if (self.BUTTON_GRABBER && g_grabber)\r
+// - if (self.BUTTON_JETPACK && g_grabber)\r
// {\r
// - if (!self.grabber && self.grabber_time <= time && !self.button6_pressed_before)\r
// - if (timeoutStatus != 2) //only allow the player to fire the grabber if the game is not paused (timeout)\r
// if (self.grabber)\r
// RemoveGrabber(self);\r
// }\r
-// - self.button6_pressed_before = self.BUTTON_GRABBER;\r
+// - self.button6_pressed_before = self.BUTTON_JETPACK;\r
// /*\r
// // if I have no grabber or it's not pulling yet, make sure I'm not flying!\r
// if((self.grabber == world || !self.grabber.state) && self.movetype == MOVETYPE_FLY)\r
if(timeoutStatus != 2 && self.weapon != WEP_GRABBER)\r
{\r
// offhand grabber controls\r
- if(self.BUTTON_GRABBER)\r
+ if(self.BUTTON_JETPACK)\r
{\r
if not(self.grabber || (self.grabber_state & GRABBER_WAITING_FOR_RELEASE))\r
{\r
}\r
else if(!(self.items & IT_JETPACK) && self.switchweapon != WEP_GRABBER)\r
{\r
- if(self.BUTTON_GRABBER && !self.grabber_switchweapon)\r
+ if(self.BUTTON_JETPACK && !self.grabber_switchweapon)\r
W_SwitchWeapon(WEP_GRABBER);\r
}\r
- self.grabber_switchweapon = self.BUTTON_GRABBER;\r
+ self.grabber_switchweapon = self.BUTTON_JETPACK;\r
\r
if(self.weapon != WEP_GRABBER)\r
{\r
return;\r
\r
if(!mapvote_initialized)\r
- if (time < intermission_exittime + 10 && !self.BUTTON_ATCK && !self.BUTTON_JUMP && !self.BUTTON_ATCK2 && !self.BUTTON_GRABBER && !self.BUTTON_USE)\r
+ if (time < intermission_exittime + 10 && !self.BUTTON_ATCK && !self.BUTTON_JUMP && !self.BUTTON_ATCK2 && !self.BUTTON_JETPACK && !self.BUTTON_USE)\r
return;\r
\r
MapVote_Start();\r
PLAYERDEMO_FIELD(func,float,BUTTON_ATCK) \
PLAYERDEMO_FIELD(func,float,BUTTON_ATCK2) \
PLAYERDEMO_FIELD(func,float,BUTTON_CROUCH) \
- PLAYERDEMO_FIELD(func,float,BUTTON_GRABBER) \
+ PLAYERDEMO_FIELD(func,float,BUTTON_JETPACK) \
PLAYERDEMO_FIELD(func,float,BUTTON_USE) \
PLAYERDEMO_FIELD(func,float,flags) \
// end of list
self.exteriormodeltoclient = world;\r
self.glow_trail = 0;\r
self.tag_entity = world;\r
- self.BUTTON_GRABBER = 0;\r
+ self.BUTTON_JETPACK = 0;\r
self.BUTTON_INFO = 0;\r
self.button8 = 0;\r
self.pitch_speed = 0;\r
}\r
else if (req == WR_THINK)\r
{\r
- if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_GRABBER))\r
+ if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
{\r
if(time < self.weapon_delay)\r
return FALSE;\r
if (self.BUTTON_CROUCH)\r
{\r
self.grabber_state &~= GRABBER_PULLING;\r
- if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_GRABBER))\r
+ if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
self.grabber_state &~= GRABBER_RELEASING;\r
else\r
self.grabber_state |= GRABBER_RELEASING;\r
self.grabber_state |= GRABBER_PULLING;\r
self.grabber_state &~= GRABBER_RELEASING;\r
\r
- if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_GRABBER))\r
+ if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_JETPACK))\r
{\r
// already fired\r
if(self.grabber)\r