float maxspeed_mod = (!this.in_swamp) ? 1 : this.swamp_slowdown; // cvar("g_balance_swamp_moverate");
// conveyors: first fix velocity
- if (this.conveyor.state) { this.velocity -= this.conveyor.movedir; }
+ if (this.conveyor.active) { this.velocity -= this.conveyor.movedir; }
MUTATOR_CALLHOOK(PlayerPhysics, this, dt);
if (!IS_PLAYER(this)) {
sys_phys_spectator_control(this);
- maxspeed_mod = this.spectatorspeed;
+ maxspeed_mod = STAT(SPECTATORSPEED, this);
}
sys_phys_fixspeed(this, maxspeed_mod);
this.com_phys_water = true;
sys_phys_simulate(this, dt);
this.com_phys_water = false;
+ this.jumppadcount = 0;
} else if (time < this.ladder_time) {
this.com_phys_friction = PHYS_FRICTION(this);
this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
LABEL(end)
if (IS_ONGROUND(this)) { this.lastground = time; }
// conveyors: then break velocity again
- if (this.conveyor.state) { this.velocity += this.conveyor.movedir; }
+ if (this.conveyor.active) { this.velocity += this.conveyor.movedir; }
this.lastflags = this.flags;
this.lastclassname = this.classname;