this.angles = this.angles + movedt * this.avelocity;
break;
case MOVETYPE_STEP:
- if (GAMEPLAYFIX_UNSTICKPLAYERS(this) == 2)
- _Movetype_CheckStuck(this);
_Movetype_Physics_Step(this, movedt);
break;
case MOVETYPE_WALK:
case MOVETYPE_FLY:
case MOVETYPE_FLY_WORLDONLY:
- if (movedt > 0 && GAMEPLAYFIX_UNSTICKPLAYERS(this) == 2)
- _Movetype_CheckStuck(this);
_Movetype_Physics_Walk(this, movedt);
break;
case MOVETYPE_TOSS:
if (dt <= 0)
return;
- if (GAMEPLAYFIX_UNSTICKPLAYERS(this) == 1)
+ if (GAMEPLAYFIX_UNSTICKPLAYERS(this))
_Movetype_CheckStuck(this);
bool applygravity = (!_Movetype_CheckWater(this) && this.move_movetype == MOVETYPE_WALK && !(this.flags & FL_WATERJUMP));