self.think1 ();
}
-.float bezier_turn;
+.float platmovetype_turn;
void SUB_CalcMove_controller_think (void)
{
entity oldself;
veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame
}
self.owner.velocity = veloc;
- if(self.owner.bezier_turn)
+ if(self.owner.platmovetype_turn)
{
vector vel;
vel = delta + 2 * delta2 * phasepos;
self.enemy = world;
// if turning is enabled, the train will turn toward the next point while waiting
- if(self.bezier_turn && !self.train_wait_turning)
+ if(self.platmovetype_turn && !self.train_wait_turning)
{
entity targ, cp;
vector org;
if (!self.speed)
self.speed = 100;
if (self.spawnflags & 2)
- self.bezier_turn = TRUE;
+ self.platmovetype_turn = TRUE;
if not(InitMovingBrushTrigger())
return;