}
float stairsmoothz;
-float autocvar_cl_stairsmoothspeed;
-float autocvar_cl_smoothviewheight;
+float autocvar_cl_stairsmoothspeed = 160;
+float autocvar_cl_smoothviewheight = 0;
float smooth_prevtime;
float viewheightavg;
vector CSQCPlayer_ApplySmoothing(entity this, vector v)
float autocvar_v_deathtiltangle;
void CSQCPlayer_ApplyDeathTilt(entity this)
{
- if(!IS_DEAD(this) || !autocvar_v_deathtilt)
+ if(!this.csqcmodel_isdead || !autocvar_v_deathtilt)
return;
view_angles.z = autocvar_v_deathtiltangle;
}
float bob2_smooth;
vector CSQCPlayer_ApplyBobbing(entity this, vector v)
{
- if(IS_DEAD(this))
+ if(this.csqcmodel_isdead)
return v;
// bounded XY speed, used by several effects below