prep = pre_pos + (self.enemy.velocity * (impact_time + mintime));
if(self.aim_flags & TFL_AIM_ZPREDICT)
- if(!(self.enemy.flags & FL_ONGROUND))
+ if(!IS_ONGROUND(self.enemy))
if(self.enemy.movetype == MOVETYPE_WALK || self.enemy.movetype == MOVETYPE_TOSS || self.enemy.movetype == MOVETYPE_BOUNCE)
{
float vz;