#endif
float autocvar_cl_movement_errorcompensation = 0;
+float autocvar_cl_movement = 2; // testing purposes
// engine stuff
float pmove_onground; // weird engine flag we shouldn't really use but have to for now
csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
}
+void CSQC_ClientMovement_PlayerMove_Frame();
+
+void CSQCPlayer_Physics(void)
+{
+ switch(autocvar_cl_movement)
+ {
+ case 1: runstandardplayerphysics(self); break;
+ case 2: CSQC_ClientMovement_PlayerMove_Frame(); break;
+ }
+}
+
void CSQCPlayer_PredictTo(float endframe, float apply_error)
{
CSQCPlayer_Unpredict();
{
if (!getinputstate(csqcplayer_moveframe))
break;
- runstandardplayerphysics(self);
+ CSQCPlayer_Physics();
CSQCPlayer_SetMinsMaxs();
csqcplayer_moveframe++;
}