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8c2d5fdd12
should get frags for blowing people up with others' dispensers/mines/expbody, airfisting rockets, etc. 2) Redid Give_Frags_Out 3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents and checkmove, now a lot cleaner and less buggy 4) You can grapple builds again. This caused really odd bugs. 5) You can now damage your own buildings again (gasp). Any time a tesla or sentry is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK and counter-spy mechanism. 6) Teslas are now entirely inside their bounding box 7) Now check every frame for players startsolid and for outside of the map cube. 8) #define WALL_HURT to make it hurt when you hit a wall 9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying 10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier. demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy gets extra grenade. 11) New and improved EMP grenade now does damage based on range. no longer blows up shells. Doesn't directly damage sentries anymore, but does significant damage to dispensers. EMP someone who's setting a det and it blows up in their face. 12) Players now do radius damage from getting EMPed (again) 13) EMPs now go through walls (again) 14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100 15) You can only have 2 frag grens, 3 with bandolier now. 16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug where their charge wasn't restored when you die is fixed now. 17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time, with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably more time the closer it is to the EMP. 18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the attacker loses 3 seconds of attack. 19) Judo missing now makes them unable to fire. 20) Shortened judo range (back to normal if w/ close combat) 21) Attempted to rework the railgun. Seems to be okay now. Probably still a lot of bugs in here, but since this is the devel version I thought I would commit all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
579 lines
17 KiB
C++
579 lines
17 KiB
C++
#include "defs.qh"
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// AIRG_MAIN_START
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/*
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* File: horn.qc
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* Date: 3 Jan 1997
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*
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* Description: Air gun main code.
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*
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* Copyright and Distribution Permissions
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* --------------------------------------
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*
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* The modifications included in this archive are Copyright 1997, the Evolve team.
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* The original QuakeC source is Copyright 1996, id software.
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*
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* Authors MAY NOT use these modifications as a basis for commercially available work.
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*
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* You may distribute this Quake modification in any electronic format as long as
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* all the files in this archive remain intact and unmodified and are distributed
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* together.
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*
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* QuakeC, Model and artwork can be reused, but credit for the individual developers on
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* the AirFist team is required.
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*
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*/
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// Spam Light - I changed how it decides which objects to push
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// OfN - I fixed the "stuck in wall" stupid bug, and added more entities for airfist pushing
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#define AIRG_STEPCONVERTEDTOFLY 2
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#define AIRG_HIT 4
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void(float nearAWall, float adjustForward, float adjustRight, float adjustUp, float positionRight, float spriteSpeed) hornBlastSprite;
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float (entity e) hornInfront;
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void() removeFlyMode;
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$cd id1/progs/s_ablast
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$frame ablast1 ablast2 ablast3 ablast4 ablast5 ablast6
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float (entity thing) canairpush =
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{
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if (thing.classname == "player") {
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return TRUE;
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}
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else if (thing.classname == "pipebomb")
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{
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thing.avelocity = '300 300 300';
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return TRUE;
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}
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else if (thing.classname == "spike")
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return TRUE;
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else if (thing.classname == "grenade")
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{
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thing.avelocity = '300 300 300';
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return TRUE;
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}
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else if (thing.classname == "rocket")
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return TRUE;
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else if (thing.classname == "caltrop")
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{
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thing.avelocity = '500 500 500';
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return TRUE;
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}
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#ifdef pushable_army
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else if (thing.classname == "monster_army")
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return TRUE;
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#endif
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#ifdef pushable_fiend
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else if (thing.classname == "monster_demon1")
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return TRUE;
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#endif
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#ifdef pushable_scrag
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else if (thing.classname == "monster_wizard")
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return TRUE;
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#endif
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else if (thing.classname == "detpack" && no_detpush == 0)
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{
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thing.avelocity = '300 300 300';
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thing.movetype = MOVETYPE_BOUNCE;
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return TRUE;
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}
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return FALSE;
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};
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// The Main code for the AirFist that is called when the AirFist is fired.
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void() launch_horn =
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{
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// Local variables used in the function
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local entity e;
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local vector delta;
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local vector dir;
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local float eSpeed;
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local float dist;
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local float percent;
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local float ldmg;
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local float nearAWall;
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// Constants used in the control of how the AirFist is works
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// Maximum strength of the AirFist. The strength of the affected entity's
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// movement is based on the distance from the center of the shot.
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local float strength;
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strength = AIRGUN_STRENGTH; // full power of weapon (now same as recoil - GR)
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// Maximum damage that can be incurred by the AirFist. The actual entity's
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// damage is based on the distance from the center of the shot.
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local float inDamage;
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inDamage = 30; // full damage of weapon GR was 20
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// Range of the AirFist blast.
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local float inRange;
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// Number of bubbles generated when the AirFist is fired under water.
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local float numBubbles = 3; // number of bubbles generated in the water
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// Recoil strength of the AirFist on the player that shot the weapon.
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local float recoil = AIRGUN_STRENGTH; // recoil strength of the gun
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// Reshot time for the airgun attack in seconds.
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local float attackTime = 0.5;
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// Max number of times that the weapon can fired in a period of time.
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local float maxFireRate = 5;
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// The maximum number of seconds that maxFireRate can fire in. If the
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// player has reached the maxFireRate in under the shotTimeout then all
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// shots up to the shotTimeout are "failed" shots that don't do anything.
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// e.g. time to fire is 0.5 seconds.
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// maxFireRate is 5.
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// shotTimeout is 5.5 seconds.
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//
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// If 5 shots where fired at the max rate this would take 2.5 seconds.
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// So there would be a 3 seconds wait before the AirFist will fire again.
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// Any fire rate greater than 2.5 seconds will incure a smaller or no
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// wait time. Any shots fired in that wait time are "failed" shots that
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// will do nothing.
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local float shotTimeout = 5.5; // number of seconds for the maxFireRate
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// The AirFist fire codde:
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//Set initial range
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inRange = 400;
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//Set intital recoil
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// By default, assume not near a wall.
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nearAWall = 0;
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// Make such that all previous attack code completes.
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if (!self.button0)
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{player_run ();return;} // Complete any other attacks first.
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// How long the fire time is.
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self.attack_finished = time + attackTime;
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// First attack in the shotTimeout period
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if(self.AIRG_FireCount == 0 || self.AIRG_Timeout < time)
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{
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// Set count and timeout length
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self.AIRG_Timeout = time + shotTimeout + attackTime;
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self.AIRG_FireCount = 1;
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}
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// Max Fire Rate reached, so this is a failed shot.
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else if(self.AIRG_FireCount >= maxFireRate)
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{
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// play failed AirFist sound
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if(self.waterlevel > 2)
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{ // below the water, play under water sound
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sound (self, CHAN_AUTO, "weapons/agwfail.wav", 1, ATTN_NORM);
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}
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else
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{ // play above water sound
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sound (self, CHAN_AUTO, "weapons/agfail.wav", 1, ATTN_NORM);
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}
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// play Failed AirFist animation
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player_failedairgun1();
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// and get out of here.
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return;
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}
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else
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{
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// Count number of shots.
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self.AIRG_FireCount = self.AIRG_FireCount + 1;
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}
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if(self.waterlevel > 2) // if under water, change the variables
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{
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// reduced the range by %20
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inRange = inRange * 0.8;
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// double the damage possible
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inDamage = inDamage * 2;
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}
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// Get all the entity's in the shot range
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makevectors(self.v_angle);
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e = findradius(self.origin, inRange);
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while (e)
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{
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// This is the exclusion code. It excludes everything that is "Illegal" to
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// move. eg. doors.
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// You may find this code looks funny, it is the same is doing
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// a if( exp & exp & exp & exp) but this way is faster.
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// (read the QuakeC manual for reason).
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// only affect monsters and projectiles
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//if (visible(e)) // must be visible AND // - OfN candamage
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if(CanDamage(e,self)) // - OfN - For forcefields
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if(self.waterlevel > 2 || hornInfront(e)) // infront of self or anywhere in the water AND
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if(e.movetype != MOVETYPE_NONE) // anything that can move
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if(e.movetype != MOVETYPE_PUSH)
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if(e.movetype != MOVETYPE_NOCLIP)
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// AIRG_EXCLUDE_START
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//if((e.AIRG_Flags & AIRG_EXCLUDEENTITY) != AIRG_EXCLUDEENTITY) // custom exclusion (like laser fire)
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// AIRG_EXCLUDE_END
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if (canairpush(e)) //Can only push things in canairpush
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if(e != self) // but not myself!!
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{
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e.AIRG_Flags |= AIRG_HIT;
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e.AIRG_FlyTracker = self; // for stuff we airfist that hurts, don't want the orig firer to get tk strikes.
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// if flying creature and movetype is step then change to fly
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// NOTE: For some reason the normal quakeC, flying monsters has set a
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// movetype of MOVETYPE_STEP which means that changing the velocity
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// does not do anything. Our workaround was to change the movetype
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// to MOVETYPE_FLY. Flying monsters where then affected by
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// velocity. In all our testing we found that this only affected the
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// entity's when they died. When dead, they fall UP instead of down.
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// Other than this they did not seam to have any adverse affect. If you
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// find that you have trouble with this code, let us know.
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if(e.flags & FL_FLY)
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{
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if(e.movetype == MOVETYPE_STEP)
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{
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// set so we can affect velocity
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e.movetype = MOVETYPE_FLY;
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// create a entity to remove the MOVETYPE_FLY when we are done with it.
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// the only problem with using this method is that while the entity
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// is dead but the tracker has not converted it back to STEP, the
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// entity will fall up until changed. For a generic method, we
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// at the Evolve team can live with that.
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e.AIRG_FlyTracker = spawn();
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e.AIRG_Flags = e.AIRG_Flags + AIRG_STEPCONVERTEDTOFLY;
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e.AIRG_FlyTracker.owner = e;
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e.AIRG_FlyTracker.nextthink = time + 2;
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e.AIRG_FlyTracker.think = removeFlyMode;
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}
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else if(e.AIRG_Flags & AIRG_STEPCONVERTEDTOFLY)
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{
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// We have already converted this one, just extend the time to convert
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e.AIRG_FlyTracker.nextthink = time + 2;
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}
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}
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// Calculate the distance from the entity.
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delta = e.origin - self.origin + self.view_ofs;
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dist = vlen(delta);
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// Convert distance to a percentage.
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percent = (inRange - dist) / inRange;
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if (e.flags & FL_ONGROUND && !(e.classname == "player" && e.cutf_items & CUTF_HWGUY))
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{
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// We biased the up direction when entity is on the ground.
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// Looks cooler and small entitys (heath, etc) go somewhere instead
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// of along the ground (cas there below the line of sight).
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// If on the ground, makem go up, up, and away
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// But this makes no sense..
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if (delta_z < 0)
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delta_z = delta_z / -5;
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delta = delta * 0.7;
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}
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if (e.classname == "player" && e.cutf_items & CUTF_HWGUY)
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delta *= 0.3;
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if (e.classname == "player" && e.cutf_items & CUTF_GYMNAST)
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delta *= 2;
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// calculate the velocity adjustment.
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delta = normalize(delta);
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delta = delta * percent * strength;
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if(self.waterlevel > 2) // if under water, change the blast amount
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{
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// if within 1/2 radius of the blast
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if(percent >= 0.50)
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if(e.classname == "player") // and is a player
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if (self.radsuit_finished == 0) // and not wearing bio
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{
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// that's it, no more air for him, chock time!!!
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self.air_finished = time - 1;
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}
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if(hornInfront(e)) // infront of self
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{
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// reduce by %20
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delta = delta * 0.80;
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}
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else // All other entity's are hit by water movement.
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{
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// reduce by %50
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delta = delta * 0.50;
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// reduce the damage possible as well
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percent = percent * 0.50;
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}
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}
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if(e.movetype == MOVETYPE_FLYMISSILE)
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{
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// If its a missile, change the direction but keep the same speed.
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eSpeed = vlen(e.velocity);
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e.velocity = normalize(delta) * eSpeed;
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}
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else
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{
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// Apply the velocity adjustment
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e.velocity = e.velocity + delta;
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//move them 1 unit so there's no friction
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if (e.flags & FL_ONGROUND)
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if (e.classname != "player" || !(e.cutf_items & CUTF_HWGUY))
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{
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checkmove(e.origin, e.mins, e.maxs, e.origin + normalize(e.velocity), MOVE_NORMAL, e);
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setorigin(e, e.origin + normalize(e.velocity)*trace_fraction); // - OfN - And make them stuck in wall? :) nope..
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e.flags &= ~FL_ONGROUND;
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}
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// calculate the damage amount
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ldmg = percent * inDamage;
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if (e.classname == "player") {
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if (e.cutf_items & CUTF_HWGUY) // hwguy can't get knocked, but it hurts more
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ldmg *= 2;
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if (e.cutf_items & CUTF_GYMNAST) // gymnast goes with the flow, less damage
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ldmg *= 0.3;
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}
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checkmove(e.origin, e.mins, e.maxs, e.origin + e.velocity *0.2, MOVE_NORMAL, e);
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ldmg *= 1.3 - trace_fraction; // extra hurt for airfist into wall!
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// and less for not
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// This section of code is to even of the "figure momentum add" in the
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// T_Damage function that recoils damaged entity's away from the attacker.
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// NOTE: If that section of code in T_Damage changesm then this will have to
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// change.
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if(e.movetype != MOVETYPE_WALK) // to even out the T_Damage "figure momentum add"
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{
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dir = e.origin - (self.absmin + self.absmax) * 0.5;
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dir = normalize(dir);
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e.velocity = e.velocity + dir * ldmg * 8;
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}
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// Apply damage to the entity.
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deathmsg = DMSG_AIRG;
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if(self.waterlevel > 2)
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deathmsg = DMSG_AIRG_WATER;
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T_Damage(e, self, self, ldmg);
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}
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}
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e = e.chain;
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}
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if(self.waterlevel > 2)
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{ // below the water, produce bubbles
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DeathBubbles(numBubbles);
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}
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// check if near a wall
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makevectors(self.v_angle);
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dir = self.origin + self.view_ofs;
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traceline (dir, dir + v_forward * 64, FALSE, self);
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if (trace_fraction != 1.0 && !trace_ent.takedamage)
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{
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nearAWall = 1;
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}
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// Produce the AirFist fire blast sprites to the top left and right of the
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// self's view.
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//void(float nearAWall, float adjustForward, float adjustRight, float adjustUp, float positionRight, float spriteSpeed) hornBlastSprite =
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if(self.waterlevel > 2)
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{
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// under water, go slower (%50 slower)
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hornBlastSprite(nearAWall, 50, -50, 300, -20, 0.50);
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hornBlastSprite(nearAWall, 50, 50, 300, 20, 0.50);
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}
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else
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{
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// above water, normal speed
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hornBlastSprite(nearAWall, 50, -50, 300, -20, 1.0);
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hornBlastSprite(nearAWall, 50, 50, 300, 20, 1.0);
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}
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if(nearAWall)
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{ // hit wall, Bounce based on the distance from the wall
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recoil = recoil + (recoil * (1.0 - trace_fraction)); //now recoil is in range strength - strengh*2
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}
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if (self.cutf_items & CUTF_HWGUY)
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recoil *= 0.3;
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else if (self.cutf_items & CUTF_GYMNAST)
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recoil *= 2;
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// recoil self
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self.velocity = self.velocity + v_forward * recoil * -1;
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if (self.flags & FL_ONGROUND)
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{
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// If self on the ground, raise me up so that the velocity will
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// take affect.
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// raise the bugger a bit
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checkmove(self.origin, self.mins, self.maxs, self.origin + normalize(self.velocity), MOVE_NORMAL, self);
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setorigin(self, self.origin + normalize(self.velocity) * trace_fraction); // - OfN - And make them stuck in wall?
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self.flags = self.flags - FL_ONGROUND;
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}
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if(self.waterlevel > 2)
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{ // below the water, play under water sound
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sound (self, CHAN_AUTO, "weapons/agwater.wav", 1, ATTN_NORM);
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}
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else
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{ // play above water sound
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sound (self, CHAN_AUTO, "weapons/agfire.wav", 1, ATTN_NORM);
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}
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// AirFist gun frame animation
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makeImmune(self, time + 4); //- OfN - make immune to speed cheat check as the airfist increases our velocity
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player_airgun1();
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};
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// modification of infront() from ai.qc to be tighter
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float (entity e) hornInfront =
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{
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local vector vec;
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local float dot;
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makevectors (self.v_angle);
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vec = normalize (e.origin - self.origin - self.view_ofs);
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dot = vec * v_forward;
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if ( dot > 0.8 )
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|
{
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
};
|
|
|
|
// The AirFist fire blast sprite animation code.
|
|
|
|
void() run_ablast1 =[$ablast1, run_ablast2 ] {};
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void() run_ablast2 =[$ablast2, run_ablast3 ] {};
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|
void() run_ablast3 =[$ablast3, run_ablast4 ] {};
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|
void() run_ablast4 =[$ablast4, run_ablast5 ] {};
|
|
void() run_ablast5 =[$ablast5, run_ablast6 ] {};
|
|
void() run_ablast6 =[$ablast6, run_ablast1 ]
|
|
{
|
|
remove(self);
|
|
};
|
|
|
|
// AirFist fire blast sprite animation under water (slowed down).
|
|
|
|
void() run_ablastWater1 =[$ablast1, run_ablastWater2 ] {};
|
|
void() run_ablastWater2 =[$ablast1, run_ablastWater3 ] {};
|
|
void() run_ablastWater3 =[$ablast2, run_ablastWater4 ] {};
|
|
void() run_ablastWater4 =[$ablast2, run_ablastWater5 ] {};
|
|
void() run_ablastWater5 =[$ablast3, run_ablastWater6 ] {};
|
|
void() run_ablastWater6 =[$ablast3, run_ablastWater7 ] {};
|
|
void() run_ablastWater7 =[$ablast4, run_ablastWater8 ] {};
|
|
void() run_ablastWater8 =[$ablast4, run_ablastWater9 ] {};
|
|
void() run_ablastWater9 =[$ablast5, run_ablastWater10 ] {};
|
|
void() run_ablastWater10 =[$ablast5, run_ablastWater1 ]
|
|
{
|
|
remove(self);
|
|
};
|
|
|
|
// Create a AirFist blast sprite
|
|
void(float nearAWall, float adjustForward, float adjustRight, float adjustUp, float positionRight, float spriteSpeed) hornBlastSprite =
|
|
{
|
|
local entity sprite, oldself;
|
|
|
|
oldself = self;
|
|
|
|
// Create the blast sprite and sets the variables.
|
|
|
|
sprite = spawn();
|
|
|
|
sprite.solid = SOLID_NOT;
|
|
|
|
if(oldself.waterlevel > 2)
|
|
{ // below the water, play under water animation
|
|
sprite.movetype = MOVETYPE_NOCLIP;
|
|
}
|
|
else
|
|
{ // above water, play normal animation
|
|
sprite.movetype = MOVETYPE_BOUNCE;
|
|
}
|
|
|
|
setmodel(sprite, "progs/s_ablast.spr");
|
|
|
|
// Set the velocity based on the parameters passed
|
|
sprite.velocity =
|
|
v_forward * random() * adjustForward +
|
|
v_right * random() * adjustRight + // [MWH:01/12/97] Reduced left/right/up/down variablilty
|
|
v_up * random() * adjustUp;
|
|
|
|
// set Speed
|
|
sprite.velocity = sprite.velocity * spriteSpeed;
|
|
|
|
if(nearAWall)
|
|
{
|
|
// If near a wall, blast in face.
|
|
setorigin(sprite, self.origin + self.view_ofs + (v_right * positionRight)); // [MWH:01/12/97] raised origin a bit
|
|
}
|
|
else
|
|
{
|
|
// Not near a wall, so set start position in front of the player.
|
|
setorigin(sprite, self.origin + self.view_ofs + (v_forward * 30) + (v_right * positionRight)); // [MWH:01/12/97] raised origin a bit
|
|
}
|
|
setsize(sprite, '-8 -8 -8', '8 8 8');
|
|
|
|
// play sprite animation.
|
|
self = sprite;
|
|
|
|
if(oldself.waterlevel > 2)
|
|
{ // below the water, play under water animation
|
|
run_ablastWater1();
|
|
}
|
|
else
|
|
{ // above water, play normal animation
|
|
run_ablast1();
|
|
}
|
|
|
|
self = oldself;
|
|
};
|
|
|
|
void() removeFlyMode =
|
|
{
|
|
// convert the movetype back to MOVETYPE_STEP cas we are finished with
|
|
// the velocity change (we should be anyway).
|
|
self.owner.movetype = MOVETYPE_STEP;
|
|
self.owner.AIRG_Flags = self.owner.AIRG_Flags - AIRG_STEPCONVERTEDTOFLY;
|
|
|
|
// don't need self anymore, remove self.
|
|
remove(self);
|
|
};
|
|
|
|
// AIRG_MAIN_END
|
|
|