**/
float movelib_dragflt(float fspeed,float drag,float exp_);
/**
Do a inertia simulation based on velocity.
Basicaly, this allows you to simulate loss of steering with higher speed.
**/
float movelib_dragflt(float fspeed,float drag,float exp_);
/**
Do a inertia simulation based on velocity.
Basicaly, this allows you to simulate loss of steering with higher speed.
- self.velocity = movelib_inertmove_byspeed(self.velocity,newvel,1000,0.1,0.9);
+ this.velocity = movelib_inertmove_byspeed(this.velocity,newvel,1000,0.1,0.9);
-vector movelib_inertmove_byspeed(vector vel_new, float vel_max,float newmin,float oldmax);
+vector movelib_inertmove_byspeed(entity this, vector vel_new, float vel_max, float newmin, float oldmax);
-void movelib_move(vector force,float max_velocity,float drag,float theMass,float breakforce);
+void movelib_move(entity this, vector force, float max_velocity, float drag, float theMass, float breakforce);
}
*/
#define movelib_move_simple(e,newdir,velo,blendrate) \
}
*/
#define movelib_move_simple(e,newdir,velo,blendrate) \
-void movelib_groundalign4point(float spring_length, float spring_up, float blendrate, float _max);
-
-#endif
+void movelib_groundalign4point(entity this, float spring_length, float spring_up, float blendrate, float _max);