#define SET_DUCKED(s) s.crouch = TRUE
#define UNSET_DUCKED(s) s.crouch = FALSE
- #define IS_JUMP_HELD(s) (s.flags & FL_JUMPRELEASED == 0)
+ #define IS_JUMP_HELD(s) !(s.flags & FL_JUMPRELEASED)
#define SET_JUMP_HELD(s) s.flags &= ~FL_JUMPRELEASED
#define UNSET_JUMP_HELD(s) s.flags |= FL_JUMPRELEASED
if(!PHYS_MOVE_MULTIJUMP && self.multijump_ready && self.multijump_count < PHYS_MULTIJUMP && self.velocity_z > PHYS_MULTIJUMP_SPEED)
{
- if (PHYS_MOVE_MULTIJUMP)
+ if (PHYS_MULTIJUMP)
{
if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
{
float curspeed = vlen(vec2(self.velocity));
vector wishvel, wishdir;
- /*curspeed = max(
- vlen(vec2(self.velocity)), // current xy speed
- vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
- );*/
makevectors(PHYS_INPUT_ANGLES(self)_y * '0 1 0');
wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
wishdir = normalize(wishvel);