// client movement
void viewloc_PlayerPhysics()
-{
+{SELFPARAM();
if(self.viewloc)
{
vector oldmovement = self.movement;
#ifdef CSQC
void viewloc_SetTags()
-{
+{SELFPARAM();
if(self.viewloc && wasfreed(self.viewloc))
self.viewloc = world;
}
#if 0
- dprint(vtos(camera_position), "\n");
- dprint(vtos(old_camera_angle), "\n");
- dprint(vtos(camera_angle), "\n");
+ LOG_TRACE(vtos(camera_position), "\n");
+ LOG_TRACE(vtos(old_camera_angle), "\n");
+ LOG_TRACE(vtos(camera_angle), "\n");
#endif
freeze_org = getpropertyvec(VF_ORIGIN);