{
v3f gravity = { 0.0f, -9.6f, 0.0f };
v3_muladds( vel, gravity, timestep, vel );
{
v3f gravity = { 0.0f, -9.6f, 0.0f };
v3_muladds( vel, gravity, timestep, vel );
{
struct player_phys *phys = &player.phys;
rigidbody *rbf = &player.collide_front,
{
struct player_phys *phys = &player.phys;
rigidbody *rbf = &player.collide_front,
teleport_gate *gate = &rg->gate;
if( gate_intersect( gate, phys->rb.co, prevco ) )
teleport_gate *gate = &rg->gate;
if( gate_intersect( gate, phys->rb.co, prevco ) )
{
struct player_phys *phys = &player.phys;
struct respawn_point *rp = NULL, *r;
{
struct player_phys *phys = &player.phys;
struct respawn_point *rp = NULL, *r;