-const float STAT_MOVEFLAGS = 225;
const float MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE = 4;
#define GRAVITY_UNAFFECTED_BY_TICRATE (getstati(STAT_MOVEFLAGS) & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
{
}
-float Mod_Q1BSP_SuperContentsFromNativeContents(float nativecontents)
-{
- switch(nativecontents)
- {
- case CONTENT_EMPTY:
- return 0;
- case CONTENT_SOLID:
- return DPCONTENTS_SOLID | DPCONTENTS_OPAQUE;
- case CONTENT_WATER:
- return DPCONTENTS_WATER;
- case CONTENT_SLIME:
- return DPCONTENTS_SLIME;
- case CONTENT_LAVA:
- return DPCONTENTS_LAVA | DPCONTENTS_NODROP;
- case CONTENT_SKY:
- return DPCONTENTS_SKY | DPCONTENTS_NODROP | DPCONTENTS_OPAQUE; // to match behaviour of Q3 maps, let sky count as opaque
- }
- return 0;
-}
-
-float Mod_Q1BSP_NativeContentsFromSuperContents(float supercontents)
-{
- if(supercontents & (DPCONTENTS_SOLID | DPCONTENTS_BODY))
- return CONTENT_SOLID;
- if(supercontents & DPCONTENTS_SKY)
- return CONTENT_SKY;
- if(supercontents & DPCONTENTS_LAVA)
- return CONTENT_LAVA;
- if(supercontents & DPCONTENTS_SLIME)
- return CONTENT_SLIME;
- if(supercontents & DPCONTENTS_WATER)
- return CONTENT_WATER;
- return CONTENT_EMPTY;
-}
-
float _Movetype_CheckWater(entity ent) // SV_CheckWater
{
float supercontents;
if(!ent.move_watertype)
{
// just spawned here
- if(!autocvar_sv_gameplayfix_fixedcheckwatertransition)
+ if(!autocvar_cl_gameplayfix_fixedcheckwatertransition)
{
ent.move_watertype = contents;
ent.move_waterlevel = 1;
else
{
ent.move_watertype = CONTENT_EMPTY;
- ent.move_waterlevel = (autocvar_sv_gameplayfix_fixedcheckwatertransition ? 0 : contents);
+ ent.move_waterlevel = (autocvar_cl_gameplayfix_fixedcheckwatertransition ? 0 : contents);
}
}