\r
if (self.punchangle != '0 0 0')\r
{\r
- f = vlen(self.punchangle) - 10 * frametime;\r
+ f = vlen(self.punchangle) - 15 * frametime;\r
if (f > 0)\r
self.punchangle = normalize(self.punchangle) * f;\r
else\r
}\r
}\r
\r
- if(self.eater.classname == "player")\r
+ if(self.predator.classname == "player")\r
return;\r
\r
if (self.movetype == MOVETYPE_NONE)\r
PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);\r
}\r
}\r
- else if ((self.items & IT_JETPACK) && self.BUTTON_JETPACK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))\r
+ else if ((self.items & IT_JETPACK) && self.BUTTON_JETPACK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && self.predator.classname != "player")\r
{\r
//makevectors(self.v_angle_y * '0 1 0');\r
makevectors(self.v_angle);\r
else if (self.flags & FL_ONGROUND)\r
{\r
// we get here if we ran out of ammo\r
- if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32))\r
+ if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && self.predator.classname != "player")\r
sprint(self, "You don't have any fuel for the ^2Jetpack\n");\r
\r
// walking\r
{\r
float wishspeed0;\r
// we get here if we ran out of ammo\r
- if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32))\r
+ if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && self.predator.classname != "player")\r
sprint(self, "You don't have any fuel for the ^2Jetpack\n");\r
\r
if(maxspd_mod < 1)\r
}\r
}\r
}\r
+\r
+ if(vlen(self.velocity) > cvar("g_deathspeed"))\r
+ Damage(self, world, world, 100000, DEATH_KILL, self.origin, '0 0 0');\r
+\r
:end\r
if(self.flags & FL_ONGROUND)\r
self.lastground = time;\r