| 319 | } |
| 320 | |
| 321 | qboolean FighterIsLanding( Vehicle_t *pVeh, playerState_t *parentPS ) |
| 322 | { |
| 323 | |
| 324 | if ( FighterOverValidLandingSurface( pVeh ) |
| 325 | #ifdef QAGAME//only do this check on GAME side, because if it's CGAME, it's being predicted, and it's only predicted if the local client is the driver |
| 326 | && pVeh->m_pVehicleInfo->Inhabited( pVeh )//has to have a driver in order to be capable of landing |
| 327 | #endif |
| 328 | && (pVeh->m_ucmd.forwardmove < 0||pVeh->m_ucmd.upmove<0) //decelerating or holding crouch button |
| 329 | && parentPS->speed <= MIN_LANDING_SPEED )//going slow enough to start landing - was using pVeh->m_pVehicleInfo->speedIdle, but that's still too fast |
| 330 | { |
| 331 | return qtrue; |
| 332 | } |
| 333 | return qfalse; |
| 334 | } |
| 335 | |
| 336 | qboolean FighterIsLaunching( Vehicle_t *pVeh, playerState_t *parentPS ) |
| 337 | { |
no test coverage detected