]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/sv_monsters.qc
Use the ONGROUND macros
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / sv_monsters.qc
index 27e124674d41285b76ccab192dcae915d35c66c3..92abc8cd916255f083802e0511599b400f3a7a2d 100644 (file)
@@ -382,7 +382,7 @@ float Monster_Attack_Leap_Check(vector vel)
 {SELFPARAM();
        if(self.state && (self.flags & FL_MONSTER))
                return false; // already attacking
-       if(!(self.flags & FL_ONGROUND))
+       if(!(IS_ONGROUND(self)))
                return false; // not on the ground
        if(self.health <= 0)
                return false; // called when dead?
@@ -417,7 +417,7 @@ bool Monster_Attack_Leap(vector anm, void() touchfunc, vector vel, float animtim
        self.touch = touchfunc;
        self.origin_z += 1;
        self.velocity = vel;
-       self.flags &= ~FL_ONGROUND;
+       UNSET_ONGROUND(self);
 
        return true;
 }
@@ -833,7 +833,7 @@ void Monster_Move(float runspeed, float walkspeed, float stpspeed)
                self.last_enemycheck = time + 1; // check for enemies every second
        }
 
-       if(self.state == MONSTER_ATTACK_RANGED && (self.flags & FL_ONGROUND))
+       if(self.state == MONSTER_ATTACK_RANGED && (IS_ONGROUND(self)))
        {
                self.state = 0;
                self.touch = Monster_Touch;
@@ -861,7 +861,7 @@ void Monster_Move(float runspeed, float walkspeed, float stpspeed)
        if(vlen(self.origin - self.moveto) > 100)
        {
                float do_run = (self.enemy || self.monster_moveto);
-               if((self.flags & FL_ONGROUND) || ((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
+               if((IS_ONGROUND(self)) || ((self.flags & FL_FLY) || (self.flags & FL_SWIM)))
                        Monster_CalculateVelocity(self, self.moveto, self.origin, true, ((do_run) ? runspeed : walkspeed));
 
                if(time > self.pain_finished) // TODO: use anim_finished instead!
@@ -1203,7 +1203,7 @@ void Monster_Anim()
        if(self.crouch)
                animbits |= ANIMSTATE_DUCK; // not that monsters can crouch currently...
        animdecide_setstate(self, animbits, false);
-       animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
+       animdecide_setimplicitstate(self, (IS_ONGROUND(self)));
 
        /* // weapon entities for monsters?
        if (self.weaponentity)