This fix might be dangerous, I do not know it. I have no real idea what this line was supposed to do. But it certainly prevented the release use command from getting to the used item in certain corner cases (right between loading and aiming).
I tested a bunch of vehicle and they work fine so far. So maybe this line was useless and harmful after all.
If a timer=1-effect registered another timer=1-effect into the same object, it could cause an endless loop. This happened if the timer in the sequence object was set to 1.
Rudimentary handling of air pumping added to the pump and of course the helmet. The functions of the helmet concerning air pumping can maybe later used for a library.
*: not all damage is reduced, does not help against explosions, fire, asphyxiation or corrosion. We assume no liability for any deaths or injuries occurred while wearing.
The problem occurred as soon as the clonk's leg vertices passed the edge. It seems the engine does not really align the bottom vertex to the material. However, the bottom vertex does have CNAT_Bottom & _Left & _Right, in theory it should be properly attached. Maybe this is a little bit broken engine-wise or maybe assigning both left and right to a vertex isn't supported?
Because the lower vertex (foot vertex) isn't attached, the clonk falls down onto its leg vertex and gets stuck in an endless loop of Scale, Jump, Walk, Scale, ...
When pressing left/right, this is no problem as the clonk will be pushed towards the edge when walking and soon touch it with its foot vertex (I assume at this point regular engine behaviour kicks in).
I added a little helper in the scale effect that sets COMD_UpLeft / UpRight whenever this situation is detected and only Up is pressed. 2 frames (1 is not enough) after the effect ended, the ComDir will reset to COMD_Up. It is then possible to climb an edge and stand still on top of it.
Maybe not a perfect solution (a perfect solution would probably be to fix attachment in the engine but I couldn't pinpoint the exact problem) but it works for now.