case 8: note = +4; break; // e
case 9: note = -1; break; // B
}
- if(pl.BUTTON_CROUCH)
+ if(PHYS_INPUT_BUTTON_CROUCH(pl))
note -= 12;
- if(pl.BUTTON_JUMP)
+ if(PHYS_INPUT_BUTTON_JUMP(pl))
note += 12;
if(hittype & HITTYPE_SECONDARY)
note += 7;
if (vdist((actor.origin - actor.enemy.origin), <, WEP_CVAR(tuba, radius)))
{
if (random() > 0.5)
- actor.BUTTON_ATCK = 1;
+ PHYS_INPUT_BUTTON_ATCK(actor) = true;
else
- actor.BUTTON_ATCK2 = 1;
+ PHYS_INPUT_BUTTON_ATCK2(actor) = true;
}
}