if ((time - this.last_dodging_time) < PHYS_DODGING_DELAY)
return false;
- MAKE_VECTORS_NEW(this.angles, forward, right, up);
+ vector forward, right, up;
+ MAKE_VECTORS(this.angles, forward, right, up);
bool can_dodge = (is_close_to_ground(this, PHYS_DODGING_HEIGHT_THRESHOLD, up) && (PHYS_DODGING_MAXSPEED == 0 || vdist(this.velocity, <, PHYS_DODGING_MAXSPEED)));
bool can_wall_dodge = (PHYS_DODGING_WALL && is_close_to_wall(this, PHYS_DODGING_DISTANCE_THRESHOLD, forward, right));
return;
}
- vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
+ vector forward, right, up;
if(PHYS_DODGING_AIR)
MAKE_VECTORS(this.v_angle, forward, right, up);
else