// Lead?
if (self.aim_flags & TFL_AIM_LEAD)
- {
+ {
if (self.aim_flags & TFL_AIM_SHOTTIMECOMPENSATE) // Need to conpensate for shot traveltime
{
// FIXME: this cant be the best way to do this..
prep = pre_pos;
+#ifdef GMQCC
+ impact_time = 0;
+#endif
for(i = 0; i < 4; ++i)
{
distance = vlen(prep - self.tur_shotorg);
prep = pre_pos + (self.enemy.velocity * (impact_time + mintime));
if(self.aim_flags & TFL_AIM_ZPREDICT)
- if not(self.enemy.flags & FL_ONGROUND)
+ if (!(self.enemy.flags & FL_ONGROUND))
if(self.enemy.movetype == MOVETYPE_WALK || self.enemy.movetype == MOVETYPE_TOSS || self.enemy.movetype == MOVETYPE_BOUNCE)
{
float vz;
else
pre_pos = pre_pos + self.enemy.velocity * mintime;
}
-
+
if(self.aim_flags & TFL_AIM_GROUNDGROUND)
{
//tracebox(pre_pos + '0 0 32',self.enemy.mins,self.enemy.maxs,pre_pos -'0 0 64',MOVE_WORLDONLY,self.enemy);