* IN THE SOFTWARE.
*/
-var float autocvar_cl_movement_errorcompensation = 0;
+float autocvar_cl_movement_errorcompensation = 0;
// engine stuff
-float REFDEFFLAG_TELEPORTED = 1;
-float REFDEFFLAG_JUMPING = 2;
float pmove_onground; // weird engine flag we shouldn't really use but have to for now
vector csqcplayer_origin, csqcplayer_velocity;
return (self == csqcplayer);
}
-void(entity e, float fl) V_CalcRefdef = #640; // DP_CSQC_V_CALCREFDEF
-
void CSQCPlayer_SetCamera()
{
vector v0;
o = self.origin;
v = v0;
csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
- CSQCPlayer_PredictTo(servercommandframe + 1, FALSE);
+ CSQCPlayer_PredictTo(servercommandframe + 1, false);
CSQCPlayer_SetPredictionError(self.origin - o, self.velocity - v, pmove_onground - !!(self.pmove_flags & PMF_ONGROUND));
self.origin = o;
self.velocity = v;
CSQCPlayer_SavePrediction();
}
- CSQCPlayer_PredictTo(clientcommandframe + 1, TRUE);
+ CSQCPlayer_PredictTo(clientcommandframe + 1, true);
#ifdef CSQCMODEL_SERVERSIDE_CROUCH
// get crouch state from the server (LAG)
CSQCPlayer_SetMinsMaxs();
- self.angles_y = input_angles_y;
+ self.angles_y = input_angles.y;
}
// relink