fall_distance = c_trace(player.x, vector(my.x, my.y, my.z - 500), IGNORE_ME | IGNORE_YOU | IGNORE_SPRITES | IGNORE_MODELS | USE_BOX);
if(fall_distance > 64 && sign(fall_distance) != -1 && jumping == 0)
{
falling = 1; //falle
}
else
{
if(fall_distance < 64 && falling == 0 && jumping == 0)
{
player_move.z = -fall_distance * time_step;
}
}
if(fall_distance > 32 && jumping == 0)
{
falling = 1;
if(player_move.z > -20 * time_step)
{
player_move.z -= 0.5 * time_step;
}
}
else falling = 0;
c_move(me, player_move, nullvector, GLIDE | IGNORE_PASSABLE); //bewegt den Spieler, relativ zu seinem Pan, Tilt und Roll winkel und lässt in an Wänden etx gleiten und ignoriert objekte die Passabel sind