| 368 | extern void JET_FlyStart(gentity_t* actor); |
| 369 | |
| 370 | void NPC_JumpSound() |
| 371 | { |
| 372 | if ( NPC->client->NPC_class == CLASS_HOWLER ) |
| 373 | { |
| 374 | //FIXME: can I delay the actual jump so that it matches the anim...? |
| 375 | } |
| 376 | else if ( NPC->client->NPC_class == CLASS_BOBAFETT |
| 377 | || NPC->client->NPC_class == CLASS_ROCKETTROOPER ) |
| 378 | { |
| 379 | // does this really need to be here? |
| 380 | JET_FlyStart(NPC); |
| 381 | } |
| 382 | else |
| 383 | { |
| 384 | G_SoundOnEnt( NPC, CHAN_BODY, "sound/weapons/force/jump.wav" ); |
| 385 | } |
| 386 | } |
| 387 | |
| 388 | qboolean NPC_TryJump() |
| 389 | { |
no test coverage detected