+#include "subs.qh"
void SUB_NullThink(entity this) { }
void SUB_CalcMoveDone(entity this);
void SUB_Friction (entity this)
{
this.SUB_NEXTTHINK = time;
- if(this.SUB_FLAGS & FL_ONGROUND)
+ if(IS_ONGROUND(this))
this.SUB_VELOCITY = this.SUB_VELOCITY * (1 - frametime * this.friction);
}
else
{
// remove
- remove (ent);
+ delete (ent);
}
}
// derivative: delta + 2 * delta2 (e.g. for angle positioning)
entity own = this.owner;
SUB_THINK(own, this.think1);
- remove(this);
+ delete(this);
SUB_THUNK(own)(own);
}
}