if(applygravity)
{
this.move_didgravity = 1;
- grav = dt * (PHYS_ENTGRAVITY(this) ? PHYS_ENTGRAVITY(this) : 1) * PHYS_GRAVITY;
+ grav = dt * (PHYS_ENTGRAVITY(this) ? PHYS_ENTGRAVITY(this) : 1) * PHYS_GRAVITY(this);
if(!GAMEPLAYFIX_NOGRAVITYONGROUND || !(this.move_flags & FL_ONGROUND))
{
- if(GRAVITY_UNAFFECTED_BY_TICRATE)
+ if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
this.move_velocity_z -= grav * 0.5;
else
this.move_velocity_z -= grav;
break;
push = this.move_velocity * time_left;
- vector prev_origin = this.move_origin;
_Movetype_PushEntity(this, push, true);
- if(trace_startsolid && this.move_origin != prev_origin)
+ if(trace_startsolid)
{
// we got teleported by a touch function
// let's abort the move
float my_trace_fraction = trace_fraction;
vector my_trace_plane_normal = trace_plane_normal;
- if(trace_plane_normal_z)
+ if(trace_plane_normal.z)
{
- if(trace_plane_normal_z > 0.7)
+ if(trace_plane_normal.z > 0.7)
{
// floor
blocked |= 1;
vector steppush = '0 0 1' * stepheight;
_Movetype_PushEntity(this, steppush, true);
- if(trace_startsolid && this.move_origin != org)
+ if(trace_startsolid)
{
blocked |= 8;
break;
}
_Movetype_PushEntity(this, push, true);
- if(trace_startsolid && this.move_origin != org)
+ if(trace_startsolid)
{
blocked |= 8;
break;
float trace2_fraction = trace_fraction;
steppush = '0 0 1' * (org_z - this.move_origin_z);
_Movetype_PushEntity(this, steppush, true);
- if(trace_startsolid && this.move_origin != org)
+ if(trace_startsolid)
{
blocked |= 8;
break;
{
if(!GAMEPLAYFIX_NOGRAVITYONGROUND || !(this.move_flags & FL_ONGROUND))
{
- if(GRAVITY_UNAFFECTED_BY_TICRATE)
+ if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
this.move_velocity_z -= grav * 0.5f;
}
}
if(this.move_didgravity > 0)
{
- this.velocity_z -= (GRAVITY_UNAFFECTED_BY_TICRATE ? 0.5 : 1)
+ this.velocity_z -= (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1)
* dt
* (this.gravity ? this.gravity : 1)
- * PHYS_GRAVITY;
+ * PHYS_GRAVITY(this);
}
this.angles = this.move_angles + dt * this.avelocity;
setorigin(this, trace_endpos);
}
- if(this.move_didgravity > 0 && GRAVITY_UNAFFECTED_BY_TICRATE)
- this.velocity_z -= 0.5 * dt * (this.gravity ? this.gravity : 1) * PHYS_GRAVITY;
+ if(this.move_didgravity > 0 && GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ this.velocity_z -= 0.5 * dt * (this.gravity ? this.gravity : 1) * PHYS_GRAVITY(this);
}
else
{