2 * Copyright (c) 2011 Rudolf Polzer
3 * Copyright (c) 2015 Micah Talkiewicz
5 * Permission is hereby granted, free of charge, to any person obtaining a copy
6 * of this software and associated documentation files (the "Software"), to
7 * deal in the Software without restriction, including without limitation the
8 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
9 * sell copies of the Software, and to permit persons to whom the Software is
10 * furnished to do so, subject to the following conditions:
12 * The above copyright notice and this permission notice shall be included in
13 * all copies or substantial portions of the Software.
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
23 #include "cl_player.qh"
25 #include "cl_model.qh"
27 #include "interpolate.qh"
29 float autocvar_cl_movement_errorcompensation = 0;
30 bool autocvar_cl_movement_intermissionrunning = false;
33 float pmove_onground; // weird engine flag we shouldn't really use but have to for now
35 vector csqcplayer_origin, csqcplayer_velocity;
36 float csqcplayer_sequence;
38 float csqcplayer_moveframe;
39 vector csqcplayer_predictionerroro;
40 vector csqcplayer_predictionerrorv;
41 float csqcplayer_predictionerrortime;
42 float csqcplayer_predictionerrorfactor;
44 vector CSQCPlayer_GetPredictionErrorO()
46 if (time >= csqcplayer_predictionerrortime) return '0 0 0';
47 return csqcplayer_predictionerroro * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
50 vector CSQCPlayer_GetPredictionErrorV()
52 if (time >= csqcplayer_predictionerrortime) return '0 0 0';
53 return csqcplayer_predictionerrorv * (csqcplayer_predictionerrortime - time) * csqcplayer_predictionerrorfactor;
56 void CSQCPlayer_SetPredictionError(vector o, vector v, float onground_diff)
58 // error too big to compensate, we LIKELY hit a teleport or a
59 // jumppad, or it's a jump time disagreement that'll get fixed
62 // FIXME we sometimes have disagreement in order of jump velocity. Do not act on them!
64 // commented out as this one did not help
67 printf("ONGROUND MISMATCH: %d x=%v v=%v\n", onground_diff, o, v);
71 if(vdist(o, >, 32) || vdist(v, >, 192))
73 //printf("TOO BIG: x=%v v=%v\n", o, v);
77 if(!autocvar_cl_movement_errorcompensation)
79 csqcplayer_predictionerrorfactor = 0;
83 csqcplayer_predictionerroro = CSQCPlayer_GetPredictionErrorO() + o;
84 csqcplayer_predictionerrorv = CSQCPlayer_GetPredictionErrorV() + v;
85 csqcplayer_predictionerrorfactor = autocvar_cl_movement_errorcompensation / ((ticrate) ? ticrate : 1);
86 csqcplayer_predictionerrortime = time + 1.0 / csqcplayer_predictionerrorfactor;
89 void CSQCPlayer_Unpredict(entity this)
91 if (csqcplayer_status == CSQCPLAYERSTATUS_UNPREDICTED) return;
92 if (csqcplayer_status != CSQCPLAYERSTATUS_PREDICTED) LOG_FATALF("Cannot unpredict in current status (%d)", csqcplayer_status);
93 this.origin = csqcplayer_origin;
94 this.velocity = csqcplayer_velocity;
95 csqcplayer_moveframe = csqcplayer_sequence + 1; // + 1 because the recieved frame has the move already done (server side)
96 this.flags = player_pmflags;
99 void CSQCPlayer_SetMinsMaxs(entity this)
101 if (IS_DUCKED(this) || !(this.isplayermodel & ISPLAYER_PLAYER))
103 this.mins = PHYS_PL_CROUCH_MIN(this);
104 this.maxs = PHYS_PL_CROUCH_MAX(this);
105 this.view_ofs = PHYS_PL_CROUCH_VIEWOFS(this);
109 this.mins = PHYS_PL_MIN(this);
110 this.maxs = PHYS_PL_MAX(this);
113 this.view_ofs = PHYS_PL_VIEWOFS(this);
117 void CSQCPlayer_SavePrediction(entity this)
119 player_pmflags = this.flags;
120 csqcplayer_origin = this.origin;
121 csqcplayer_velocity = this.velocity;
122 csqcplayer_sequence = servercommandframe;
123 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
126 void CSQC_ClientMovement_PlayerMove_Frame(entity this);
128 void CSQCPlayer_Physics(entity this)
130 if(!autocvar_cl_movement) { return; }
132 //_Movetype_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump
134 vector oldv_angle = this.v_angle;
135 vector oldangles = this.angles; // we need to save these, as they're abused by other code
136 this.v_angle = PHYS_INPUT_ANGLES(this);
137 this.angles = PHYS_WORLD_ANGLES(this);
139 CSQC_ClientMovement_PlayerMove_Frame(this);
141 Movetype_Physics_NoMatchTicrate(this, PHYS_INPUT_TIMELENGTH, true);
143 view_angles = this.v_angle;
144 input_angles = this.angles;
145 this.v_angle = oldv_angle;
146 this.angles = oldangles;
149 ((IS_DUCKED(this)) ? PMF_DUCKED : 0) |
150 ((IS_JUMP_HELD(this)) ? PMF_JUMP_HELD : 0) |
151 ((IS_ONGROUND(this)) ? PMF_ONGROUND : 0);
154 void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
156 CSQCPlayer_Unpredict(this);
159 this.origin += CSQCPlayer_GetPredictionErrorO();
160 this.velocity += CSQCPlayer_GetPredictionErrorV();
162 CSQCPlayer_SetMinsMaxs(this);
164 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
167 // we don't need this
168 // darkplaces makes servercommandframe == 0 in these cases anyway
169 if (STAT(HEALTH) <= 0)
171 csqcplayer_moveframe = clientcommandframe;
172 getinputstate(csqcplayer_moveframe-1);
173 LOG_INFO("the Weird code path got hit");
178 if (csqcplayer_moveframe >= endframe)
180 getinputstate(csqcplayer_moveframe - 1);
186 if (!getinputstate(csqcplayer_moveframe)) break;
187 /*if (input_timelength > 0.0005)
189 if (input_timelength > 0.05)
191 input_timelength /= 2;
192 CSQCPlayer_Physics(this);
194 CSQCPlayer_Physics(this);
196 CSQCPlayer_Physics(this);
197 CSQCPlayer_SetMinsMaxs(this);
198 ++csqcplayer_moveframe;
200 while (csqcplayer_moveframe < endframe);
203 // add in anything that was applied after (for low packet rate protocols)
204 input_angles = view_angles;
207 bool CSQCPlayer_IsLocalPlayer(entity this)
209 return (this == csqcplayer);
213 float autocvar_cl_stairsmoothspeed = 200;
214 float autocvar_cl_smoothviewheight = 0.05;
215 float smooth_prevtime;
217 vector CSQCPlayer_ApplySmoothing(entity this, vector v)
219 float smoothtime = bound(0, time - smooth_prevtime, 0.1);
220 smooth_prevtime = max(smooth_prevtime, drawtime); // drawtime is the previous frame's time at this point
222 if(this.csqcmodel_teleported || !(this.pmove_flags & PMF_ONGROUND) || autocvar_cl_stairsmoothspeed <= 0 || this.ground_networkentity)
226 if(stairsmoothz < v.z)
227 v.z = stairsmoothz = bound(v.z - PHYS_STEPHEIGHT(this), stairsmoothz + smoothtime * autocvar_cl_stairsmoothspeed, v.z);
228 else if(stairsmoothz > v.z)
229 v.z = stairsmoothz = bound(v.z, stairsmoothz - smoothtime * autocvar_cl_stairsmoothspeed, v.z + PHYS_STEPHEIGHT(this));
232 float viewheight = bound(0, (time - smooth_prevtime) / max(0.0001, autocvar_cl_smoothviewheight), 1);
233 viewheightavg = viewheightavg * (1 - viewheight) + this.view_ofs.z * viewheight;
234 v.z += viewheightavg;
236 smooth_prevtime = time;
241 // simplified copy of CSQCPlayer_ApplySmoothing for use on player models
242 float mdl_stairsmoothz;
243 float mdl_smooth_prevtime;
244 vector CSQCModel_ApplyStairSmoothing(entity this, vector v)
246 float smoothtime = bound(0, time - mdl_smooth_prevtime, 0.1);
247 mdl_smooth_prevtime = max(mdl_smooth_prevtime, drawtime); // drawtime is the previous frame's time at this point
249 if(this.csqcmodel_teleported || !(this.pmove_flags & PMF_ONGROUND) || autocvar_cl_stairsmoothspeed <= 0 || this.ground_networkentity)
250 mdl_stairsmoothz = v.z;
253 if(mdl_stairsmoothz < v.z)
254 v.z = mdl_stairsmoothz = bound(v.z - PHYS_STEPHEIGHT(this), mdl_stairsmoothz + smoothtime * autocvar_cl_stairsmoothspeed, v.z);
255 else if(mdl_stairsmoothz > v.z)
256 v.z = mdl_stairsmoothz = bound(v.z, mdl_stairsmoothz - smoothtime * autocvar_cl_stairsmoothspeed, v.z + PHYS_STEPHEIGHT(this));
259 mdl_smooth_prevtime = time;
264 bool autocvar_v_deathtilt;
265 float autocvar_v_deathtiltangle;
266 void CSQCPlayer_ApplyDeathTilt(entity this)
268 if(!this.csqcmodel_isdead || !autocvar_v_deathtilt)
270 view_angles.z = autocvar_v_deathtiltangle;
273 float autocvar_v_idlescale;
274 float autocvar_v_ipitch_cycle;
275 float autocvar_v_iyaw_cycle;
276 float autocvar_v_iroll_cycle;
277 float autocvar_v_ipitch_level;
278 float autocvar_v_iyaw_level;
279 float autocvar_v_iroll_level;
280 void CSQCPlayer_ApplyIdleScaling(entity this)
282 if(!autocvar_v_idlescale)
284 view_angles.x += autocvar_v_idlescale * sin(time * autocvar_v_ipitch_cycle) * autocvar_v_ipitch_level;
285 view_angles.y += autocvar_v_idlescale * sin(time * autocvar_v_iyaw_cycle) * autocvar_v_iyaw_level;
286 view_angles.z += autocvar_v_idlescale * sin(time * autocvar_v_iroll_cycle) * autocvar_v_iroll_level;
287 //setproperty(VF_CL_VIEWANGLES, view_angles); // update view angles as well so we can aim
290 float autocvar_cl_bob = 0;
291 float autocvar_cl_bobcycle = 0.5;
292 float autocvar_cl_bob_limit = 7;
293 float autocvar_cl_bob_limit_heightcheck = 0;
294 float autocvar_cl_bob_velocity_limit = 400;
295 float autocvar_cl_bobup = 0.5;
296 float autocvar_cl_bobfall = 0.05;
297 float autocvar_cl_bobfallcycle = 3;
298 float autocvar_cl_bobfallminspeed = 200;
299 float autocvar_cl_bob2 = 0;
300 float autocvar_cl_bob2cycle = 1;
301 float autocvar_cl_bob2smooth = 0.05;
305 vector CSQCPlayer_ApplyBobbing(entity this, vector v)
307 if(this.csqcmodel_isdead)
310 // bounded XY speed, used by several effects below
313 // vertical view bobbing code
314 if(autocvar_cl_bob && autocvar_cl_bobcycle)
316 float bob_limit = autocvar_cl_bob_limit;
318 if(autocvar_cl_bob_limit_heightcheck)
320 // use traces to determine what range the view can bob in, and scale down the bob as needed
321 vector bob_height_check_dest = v;
322 bob_height_check_dest.z += autocvar_cl_bob_limit * 1.1;
323 traceline(v, bob_height_check_dest, MOVE_NOMONSTERS, NULL);
324 float trace1fraction = trace_fraction;
326 bob_height_check_dest = v;
327 bob_height_check_dest.z += autocvar_cl_bob_limit * -0.5;
328 traceline(v, bob_height_check_dest, MOVE_NOMONSTERS, NULL);
329 float trace2fraction = trace_fraction;
331 bob_limit *= min(trace1fraction, trace2fraction);
334 // LordHavoc: figured out bobup: the time at which the sin is at 180
335 // degrees (which allows lengthening or squishing the peak or valley)
336 cycle = time / autocvar_cl_bobcycle;
337 cycle -= rint(cycle);
338 if(cycle < autocvar_cl_bobup)
339 cycle = sin(M_PI * cycle / autocvar_cl_bobup);
341 cycle = sin(M_PI + M_PI * (cycle - autocvar_cl_bobup) / (1.0 - autocvar_cl_bobup));
342 // bob is proportional to velocity in the xy plane
343 // (don't count Z, or jumping messes it up)
344 float xyspeed = bound(0, sqrt(this.velocity.x * this.velocity.x + this.velocity.y * this.velocity.y), autocvar_cl_bob_velocity_limit);
345 bob = xyspeed * autocvar_cl_bob;
346 bob = bound(0, bob, bob_limit);
347 bob = bob * 0.3 + bob * 0.7 * cycle;
351 // horizontal view bobbing code
352 if(autocvar_cl_bob2 && autocvar_cl_bob2cycle)
354 cycle = time / autocvar_cl_bob2cycle;
355 cycle -= rint(cycle);
357 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
359 cycle = cos(M_PI + M_PI * (cycle - 0.5) / 0.5);
360 bob = autocvar_cl_bob2 * cycle;
362 // this value slowly decreases from 1 to 0 when we stop touching the ground.
363 // The cycle is later multiplied with it so the view smooths back to normal
364 if(IS_ONGROUND(this) && !(input_buttons & BIT(1))) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
369 bob2_smooth -= bound(0, autocvar_cl_bob2smooth, 1);
374 // calculate the front and side of the player between the X and Y axes
375 makevectors(view_angles);
376 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
377 float side = bound(-autocvar_cl_bob_velocity_limit, (this.velocity * v_right) * bob2_smooth, autocvar_cl_bob_velocity_limit);
378 float front = bound(-autocvar_cl_bob_velocity_limit, (this.velocity * v_forward) * bob2_smooth, autocvar_cl_bob_velocity_limit);
379 v_forward = v_forward * bob;
380 v_right = v_right * bob;
381 // we use side with forward and front with right, so the bobbing goes
382 // to the side when we walk forward and to the front when we strafe
384 bob2vel.x = side * v_forward.x + front * v_right.x + 0 * v_up.x;
385 bob2vel.y = side * v_forward.y + front * v_right.y + 0 * v_up.y;
386 bob2vel.z = side * v_forward.z + front * v_right.z + 0 * v_up.z;
392 // causes the view to swing down and back up when touching the ground
393 if(autocvar_cl_bobfall && autocvar_cl_bobfallcycle)
395 if(!IS_ONGROUND(this))
397 bobfall_speed = bound(-400, this.velocity.z, 0) * bound(0, autocvar_cl_bobfall, 0.1);
398 if(this.velocity.z < -autocvar_cl_bobfallminspeed)
401 bobfall_swing = 0; // really?
405 bobfall_swing = max(0, bobfall_swing - autocvar_cl_bobfallcycle * frametime);
406 float bobfall = sin(M_PI * bobfall_swing) * bobfall_speed;
414 float autocvar_cl_rollangle;
415 float autocvar_cl_rollspeed;
416 float CSQCPlayer_CalcRoll(entity this)
418 makevectors(view_angles);
419 float side = (this.velocity * v_right);
420 float sign = (side < 0) ? -1 : 1;
423 if(side < autocvar_cl_rollspeed)
424 side = side * autocvar_cl_rollangle / autocvar_cl_rollspeed;
426 side = autocvar_cl_rollangle;
431 float autocvar_chase_back;
432 float autocvar_chase_up;
433 bool autocvar_chase_overhead;
434 float autocvar_chase_pitchangle;
435 vector CSQCPlayer_ApplyChase(entity this, vector v)
440 if(autocvar_chase_overhead)
443 makevectors(view_angles);
446 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
447 chase_dest.x = v.x - forward.x * autocvar_chase_back + up.x * autocvar_chase_up;
448 chase_dest.y = v.y - forward.y * autocvar_chase_back + up.y * autocvar_chase_up;
449 chase_dest.z = v.z - forward.z * autocvar_chase_back + up.z * autocvar_chase_up;
451 // trace from first person view location to our chosen third person view location
452 traceline(v, chase_dest, MOVE_NOMONSTERS, NULL);
454 vector bestvieworg = trace_endpos;
455 vector offset = '0 0 0';
456 for(offset.x = -16; offset.x <= 16; offset.x += 8)
458 for(offset.y = -16; offset.y <= 16; offset.y += 8)
460 makevectors(view_angles);
462 chase_dest.x = v.x - forward.x * autocvar_chase_back + up.x * autocvar_chase_up + offset.x;
463 chase_dest.y = v.y - forward.y * autocvar_chase_back + up.y * autocvar_chase_up + offset.y;
464 chase_dest.z = v.z - forward.z * autocvar_chase_back + up.z * autocvar_chase_up + offset.z;
465 traceline(v, chase_dest, MOVE_NOMONSTERS, NULL);
466 if(bestvieworg.z > trace_endpos.z)
467 bestvieworg.z = trace_endpos.z;
473 view_angles.x = autocvar_chase_pitchangle;
474 //setproperty(VF_CL_VIEWANGLES, view_angles); // update view angles as well so we can aim
478 makevectors(view_angles);
480 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
481 float cdist = -autocvar_chase_back - 8;
482 chase_dest.x = v.x + forward.x * cdist;
483 chase_dest.y = v.y + forward.y * cdist;
484 chase_dest.z = v.z + forward.z * cdist + autocvar_chase_up;
485 traceline(v, chase_dest, MOVE_NOMONSTERS, NULL);
486 v.x = 1 * trace_endpos.x + 8 * forward.x + 4 * trace_plane_normal.x;
487 v.y = 1 * trace_endpos.y + 8 * forward.y + 4 * trace_plane_normal.y;
488 v.z = 1 * trace_endpos.z + 8 * forward.z + 4 * trace_plane_normal.z;
492 tracebox(v, '-4 -4 -4', '4 4 4', v - v_forward * autocvar_chase_back, MOVE_NORMAL, this);
494 tracebox(v, '-4 -4 -4', '4 4 4', v + v_up * autocvar_chase_up, MOVE_NORMAL, this);
500 void CSQCPlayer_CalcRefdef(entity this)
502 vector vieworg = this.origin;
505 // just update view offset, don't need to do anything else
506 vieworg.z += this.view_ofs.z;
510 vieworg = CSQCPlayer_ApplySmoothing(this, vieworg);
511 if(autocvar_chase_active)
512 vieworg = CSQCPlayer_ApplyChase(this, vieworg);
516 CSQCPlayer_ApplyDeathTilt(this);
517 view_angles = view_angles + view_punchangle;
518 view_angles.z += CSQCPlayer_CalcRoll(this);
519 // TODO? we don't have damage time accessible here
521 vieworg = vieworg + view_punchvector;
522 vieworg = CSQCPlayer_ApplyBobbing(this, vieworg);
524 CSQCPlayer_ApplyIdleScaling(this);
526 setproperty(VF_ORIGIN, vieworg);
527 setproperty(VF_ANGLES, view_angles);
530 bool autocvar_cl_useenginerefdef = false;
532 /** Called once per CSQC_UpdateView() */
533 void CSQCPlayer_SetCamera()
535 vector v0 = ((intermission && !autocvar_cl_movement_intermissionrunning) ? '0 0 0' : pmove_vel); // TRICK: pmove_vel is set by the engine when we get here. No need to network velocity
536 float vh = PHYS_VIEWHEIGHT(NULL);
537 vector pl_viewofs = PHYS_PL_VIEWOFS(NULL);
538 vector pl_viewofs_crouch = PHYS_PL_CROUCH_VIEWOFS(NULL);
539 entity e = csqcplayer;
542 if (servercommandframe == 0 || clientcommandframe == 0)
544 InterpolateOrigin_Do(e);
545 e.view_ofs = '0 0 1' * vh;
547 // get crouch state from the server
548 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
549 else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
551 // get onground state from the server
552 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
554 CSQCPlayer_SetMinsMaxs(e);
556 // override it back just in case
557 e.view_ofs = '0 0 1' * vh;
564 int flg = e.iflags; e.iflags &= ~(IFLAG_ORIGIN | IFLAG_ANGLES);
565 InterpolateOrigin_Do(e);
568 if (csqcplayer_status == CSQCPLAYERSTATUS_FROMSERVER)
571 csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
572 CSQCPlayer_PredictTo(e, servercommandframe + 1, false);
573 CSQCPlayer_SetPredictionError(e.origin - o, e.velocity - v0, pmove_onground - IS_ONGROUND(e));
577 // get crouch state from the server
578 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
579 else if(vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
581 // get onground state from the server
582 e.flags = BITSET(e.flags, FL_ONGROUND, pmove_onground);
584 CSQCPlayer_SavePrediction(e);
586 CSQCPlayer_PredictTo(e, clientcommandframe + 1, true);
588 #ifdef CSQCMODEL_SERVERSIDE_CROUCH
589 // get crouch state from the server (LAG)
590 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
591 else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
593 CSQCPlayer_SetMinsMaxs(e);
596 e.angles.y = input_angles.y;
600 e.origin = CSQCModel_ApplyStairSmoothing(e, e.origin);
601 setorigin(e, e.origin);
604 const entity view = CSQCModel_server2csqc(player_localentnum - 1);
607 if (view != csqcplayer)
609 InterpolateOrigin_Do(view);
610 view.view_ofs = '0 0 1' * vh;
612 if(autocvar_cl_useenginerefdef)
615 if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
616 if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
617 // note: these two only work in WIP2, but are harmless in WIP1
618 if (PHYS_HEALTH(NULL) <= 0 && PHYS_HEALTH(NULL) != -666 && PHYS_HEALTH(NULL) != -2342) refdefflags |= REFDEFFLAG_DEAD;
619 if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
620 V_CalcRefdef(view, refdefflags); // TODO? uses .health stat in the engine when this isn't called here, may be broken!
624 CSQCPlayer_CalcRefdef(view);
629 // FIXME by CSQC spec we have to do this:
630 // but it breaks chase cam
632 setproperty(VF_ORIGIN, pmove_org + '0 0 1' * vh);
633 setproperty(VF_ANGLES, view_angles);
636 CSQCPLAYER_HOOK_POSTCAMERASETUP();
639 void CSQCPlayer_Remove(entity this)
642 cvar_settemp("cl_movement_replay", "1");
645 bool CSQCPlayer_PreUpdate(entity this)
647 if (this != csqcplayer) return false;
648 if (csqcplayer_status != CSQCPLAYERSTATUS_FROMSERVER) CSQCPlayer_Unpredict(this);
652 bool CSQCPlayer_PostUpdate(entity this)
654 if (this.entnum != player_localnum + 1) return false;
656 csqcplayer_status = CSQCPLAYERSTATUS_FROMSERVER;
657 cvar_settemp("cl_movement_replay", "0");
658 this.entremove = CSQCPlayer_Remove;