}
*/
+/*
void movelib_move_simple(vector newdir,float velo,float blendrate)
{
self.velocity = self.velocity * (1 - blendrate) + (newdir * blendrate) * velo;
}
+*/
+#define movelib_move_simple(newdir,velo,blendrate) \
+ self.velocity = self.velocity * (1 - blendrate) + (newdir * blendrate) * velo
void movelib_beak_simple(float force)
{
**/
#endif
-void movelib_groundalign4point(float spring_length, float spring_up, float blendrate)
+void movelib_groundalign4point(float spring_length, float spring_up, float blendrate, float _max)
{
vector a, b, c, d, e, r, push_angle, ahead, side;
r = self.origin;
r_z = r_z;
- push_angle_x = (a_z - c_z) * 45;
- push_angle_x += (b_z - d_z) * 45;
+ push_angle_x = (a_z - c_z) * _max;
+ push_angle_x += (b_z - d_z) * _max;
- push_angle_z = (b_z - a_z) * 45;
- push_angle_z += (d_z - c_z) * 45;
+ push_angle_z = (b_z - a_z) * _max;
+ push_angle_z += (d_z - c_z) * _max;
//self.angles_x += push_angle_x * 0.95;
//self.angles_z += push_angle_z * 0.95;