3 void sys_phys_fix(entity this, float dt)
5 this.team = myteam + 1; // is this correct?
6 this.movement = PHYS_INPUT_MOVEVALUES(this);
7 this.items = STAT(ITEMS, this);
8 if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
9 UNSET_JUMP_HELD(this); // canjump = true
10 PM_ClientMovement_UpdateStatus(this);
13 bool sys_phys_override(entity this, float dt)
15 // no vehicle prediction
16 return hud != HUD_NORMAL;
19 void sys_phys_monitor(entity this, float dt) {}
21 void sys_phys_ai(entity this) {}
23 void sys_phys_pregame_hold(entity this) {}
25 void sys_phys_spectator_control(entity this) {}
27 void sys_phys_fixspeed(entity this, float maxspeed_mod)
29 float spd = STAT(MOVEVARS_SPEED, this);
30 if (this.speed != spd) {
32 string temps = ftos(spd);
33 cvar_set("cl_forwardspeed", temps);
34 cvar_set("cl_backspeed", temps);
35 cvar_set("cl_sidespeed", temps);
36 cvar_set("cl_upspeed", temps);