#elif defined(SVQC)
void dodging_UpdateStats()
-{
+{SELFPARAM();
self.stat_dodging = PHYS_DODGING;
self.stat_dodging_delay = PHYS_DODGING_DELAY;
self.stat_dodging_horiz_speed_frozen = PHYS_DODGING_HORIZ_SPEED_FROZEN;
// returns 1 if the player is close to a wall
bool check_close_to_wall(float threshold)
-{
+{SELFPARAM();
if (PHYS_DODGING_WALL == 0) { return false; }
#define X(OFFSET) \
}
bool check_close_to_ground(float threshold)
-{
+{SELFPARAM();
return IS_ONGROUND(self) ? true : false;
}
float PM_dodging_checkpressedkeys()
-{
+{SELFPARAM();
if(!PHYS_DODGING)
return false;
}
void PM_dodging()
-{
+{SELFPARAM();
if (!PHYS_DODGING)
return;