.float multijump_ready;
.float prevjumpbutton;
-.float nexspeed;
-
/*
=============
PlayerJump
// using this move type for "big rigs"
// the engine does not push the entity!
- float accel, steer, f;
+ float accel, steer, f, myspeed, steerfactor;
vector angles_save, rigvel;
angles_save = self.angles;
if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
{
- float myspeed, upspeed, steerfactor, accelfactor;
+ float upspeed, accelfactor;
myspeed = self.velocity * v_forward;
upspeed = self.velocity * v_up;