+#include "walk.qh"
void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove
{
vector stepnormal = '0 0 0';
vector originalvelocity = this.velocity;
// originalmove_clip = clip;
int originalflags = this.flags;
- entity originalmove_groundentity = this.move_groundentity;
+ entity originalmove_groundentity = this.groundentity;
// if move didn't block on a step, return
if (clip & 2)
this.velocity = originalvelocity;
// clip = originalmove_clip;
this.flags = originalflags;
- this.move_groundentity = originalmove_groundentity;
+ this.groundentity = originalmove_groundentity;
// now try to unstick if needed
// clip = SV_TryUnstick (ent, oldvel);
return;
this.origin = originalorigin;
this.velocity = originalvelocity;
this.flags = originalflags;
- this.move_groundentity = originalmove_groundentity;
+ this.groundentity = originalmove_groundentity;
}
_Movetype_CheckVelocity(this);