if(self.enemy.movetype == MOVETYPE_WALK || self.enemy.movetype == MOVETYPE_TOSS || self.enemy.movetype == MOVETYPE_BOUNCE)
{
float vz;
- prep_z = pre_pos.z;
+ prep.z = pre_pos.z;
vz = self.enemy.velocity.z;
for(i = 0; i < impact_time; i += sys_frametime)
{
vz = vz - (autocvar_sv_gravity * sys_frametime);
- prep_z = prep.z + vz * sys_frametime;
+ prep.z = prep.z + vz * sys_frametime;
}
}
pre_pos = prep;