void berserk_jump2_now (edict_t *self) { vec3_t forward,up; monster_jump_start (self); AngleVectors (self->s.angles, forward, NULL, up); VectorMA(self->velocity, 150, forward, self->velocity); VectorMA(self->velocity, 400, up, self->velocity); }
//=================== //=================== void stalker_jump_up (edict_t *self) { vec3_t forward,up; monster_jump_start (self); AngleVectors (self->s.angles, forward, NULL, up); VectorMA(self->velocity, 200, forward, self->velocity); VectorMA(self->velocity, 450, up, self->velocity); }
//================ //ROGUE void parasite_jump_down (edict_t *self) { vec3_t forward,up; monster_jump_start (self); AngleVectors (self->s.angles, forward, NULL, up); VectorMA(self->velocity, 100, forward, self->velocity); VectorMA(self->velocity, 300, up, self->velocity); }
//=========== //PGM void infantry_jump_now (edict_t *self) { vec3_t forward,up; monster_jump_start (self); AngleVectors (self->s.angles, forward, NULL, up); VectorMA(self->velocity, 100, forward, self->velocity); VectorMA(self->velocity, 300, up, self->velocity); }
void gunner_jump2_now(edict_t *self) { vec3_t forward, up; if (!self) { return; } monster_jump_start(self); AngleVectors(self->s.angles, forward, NULL, up); VectorMA(self->velocity, 150, forward, self->velocity); VectorMA(self->velocity, 400, up, self->velocity); }
void stalker_jump_down(edict_t *self) { vec3_t forward, up; if (!self) { return; } monster_jump_start(self); AngleVectors(self->s.angles, forward, NULL, up); VectorMA(self->velocity, 100, forward, self->velocity); VectorMA(self->velocity, 300, up, self->velocity); }