21 f32 resetPosX, resetPosY, resetPosZ;
27 static f32 LaunchVelocity;
28 static f32 LaunchInterpPhase;
29 static f32 ReturnAngle;
30 static f32 InitialPosY;
33 playerStatus->
flags &= ~PS_FLAG_ACTION_STATE_CHANGED;
43 InitialPosY = playerStatus->
pos.
y;
45 LaunchVelocity = 0.0f;
48 LaunchInterpPhase = 90.0f;
65 playerStatus->
pos.
y -= 4.0f;
69 fx_smoke_burst(0, playerStatus->
pos.
x, playerStatus->
pos.
y, playerStatus->
pos.
z, 1.0f, 40);
92 fx_smoke_burst(0, playerStatus->
pos.
x, playerStatus->
pos.
y, playerStatus->
pos.
z, 0.7f, 18);
97 if (LaunchVelocity < -1.0f) {
98 LaunchVelocity = -1.0f;
100 playerStatus->
pos.
y += LaunchVelocity;
101 LaunchInterpPhase += 3.0f;
102 if (LaunchInterpPhase > 180.0f) {
103 LaunchInterpPhase = 180.0f;
113 fx_smoke_burst(0, playerStatus->
pos.
x, playerStatus->
pos.
y, playerStatus->
pos.
z, 0.7f, 18);
116 resetPosX = playerStatus->
pos.
x;
117 resetPosZ = playerStatus->
pos.
z;
135 playerStatus->
pos.
x += componentSpeed;
137 if (componentSpeed >= 0.0f) {
150 playerStatus->
pos.
z -= componentSpeed;
151 if (componentSpeed >= 0.0f) {
163 if (completeAxes == 2) {
169 fx_smoke_burst(0, playerStatus->
pos.
x, playerStatus->
pos.
y, playerStatus->
pos.
z, 0.7f, 18);
172 if (completeAxes >= 0) {
179 playerStatus->
flags &= ~PS_FLAG_HIT_FIRE;
180 playerStatus->
flags &= ~PS_FLAG_FLYING;
183 playerStatus->
pos.
y += 6.0f;
190 if (completeAxes >= 0) {
198 playerStatus->
flags &= ~PS_FLAG_SCRIPTED_FALL;