*/
// push him so high...
- vz = sqrt(2 * grav * jumpheight); // NOTE: sqrt(positive)!
+ vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)!
// we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
if(ht < 0)
other.flags &~= FL_ONGROUND;
- if (other.classname == "player")
+ if (IS_PLAYER(other))
{
// reset tracking of oldvelocity for impact damage (sudden velocity changes)
other.oldvelocity = other.velocity;
sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
self.pushltime = time + 0.2;
}
- float ct;
- ct = clienttype(other);
- if( ct == CLIENTTYPE_REAL || ct == CLIENTTYPE_BOT)
+ if(IS_REAL_CLIENT(other) || IS_BOT_CLIENT(other))
{
float i;
float found;
other.jumppadcount = other.jumppadcount + 1;
}
- if(ct == CLIENTTYPE_REAL)
+ if(IS_REAL_CLIENT(other))
{
if(self.message)
centerprint(other, self.message);