Remove boomerang from gravity check.
@@ -20364,11 +20364,6 @@ void check_gravity(entity *e)
if (savedata.joyrumble[i]) control_rumble(i, 1, 75 * (int)self->velocity.y / 2);
}
}
- else if((!self->animation->move[self->animpos]->base || self->animation->move[self->animpos]->base < 0) &&
- (!self->animation->move[self->animpos]->axis.y || self->animation->move[self->animpos]->axis.y <= 0))
- {
- if( !(self->modeldata.aimove & AIMOVE1_BOOMERANG) ) self->velocity.x = self->velocity.z = self->velocity.y = 0;
- }
else
{
self->velocity.y = 0;
