vector rigvel;
vector angles_save = this.angles;
- float accel = bound(-1, this.movement.x / PHYS_MAXSPEED(this), 1);
- float steer = bound(-1, this.movement.y / PHYS_MAXSPEED(this), 1);
+ float accel = bound(-1, PHYS_CS(this).movement.x / PHYS_MAXSPEED(this), 1);
+ float steer = bound(-1, PHYS_CS(this).movement.y / PHYS_MAXSPEED(this), 1);
if (PHYS_BUGRIGS_REVERSE_SPEEDING(this))
{