#include "physics.qh" void sys_phys_fix(entity this, float dt) { this.team = myteam + 1; // is this correct? this.movement = PHYS_INPUT_MOVEVALUES(this); this.items = STAT(ITEMS, this); if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump UNSET_JUMP_HELD(this); // canjump = true PM_ClientMovement_UpdateStatus(this); } bool sys_phys_override(entity this, float dt) { // no vehicle prediction return hud != HUD_NORMAL; } void sys_phys_monitor(entity this, float dt) {} void sys_phys_ai(entity this) {} void sys_phys_pregame_hold(entity this) {} void sys_phys_spectator_control(entity this) {} void sys_phys_fixspeed(entity this, float maxspeed_mod) { float spd = max(PHYS_MAXSPEED(this), PHYS_MAXAIRSPEED(this)) * maxspeed_mod; if (this.speed != spd) { this.speed = spd; string temps = ftos(spd); cvar_set("cl_forwardspeed", temps); cvar_set("cl_backspeed", temps); cvar_set("cl_sidespeed", temps); cvar_set("cl_upspeed", temps); } }