if(wasfreed(this))
return;
- this.avelocity = this.move_avelocity;
- this.velocity = this.move_velocity;
- this.angles = this.move_angles;
- this.flags = BITSET(this.flags, FL_ONGROUND, boolean(this.move_flags & FL_ONGROUND));
- this.flags = BITSET(this.flags, FL_WATERJUMP, boolean(this.move_flags & FL_WATERJUMP));
- this.waterlevel = this.move_waterlevel;
- this.watertype = this.move_watertype;
- setorigin(this, this.move_origin);
+ setorigin(this, this.origin);
}
void CSQCPlayer_CheckWater(entity this)
{
- this.move_origin = this.origin;
- this.move_waterlevel = this.waterlevel;
- this.move_watertype = this.watertype;
_Movetype_CheckWater(this);
- this.waterlevel = this.move_waterlevel;
- this.watertype = this.move_watertype;
}
void CSQCPlayer_Physics(entity this)
CSQC_ClientMovement_PlayerMove_Frame(this);
if(autocvar_cl_movement == 1)
- {
- this.move_origin = this.origin;
- this.move_angles = this.angles;
- //this.move_movetype = MOVETYPE_WALK; // temp
- this.move_velocity = this.velocity;
- this.move_avelocity = this.avelocity;
- this.move_flags = BITSET(this.move_flags, FL_ONGROUND, IS_ONGROUND(this));
- this.move_flags = BITSET(this.move_flags, FL_WATERJUMP, boolean(this.flags & FL_WATERJUMP));
- this.move_waterlevel = this.waterlevel;
- this.move_watertype = this.watertype;
Movetype_Physics_Spam(this);
- }
view_angles = this.v_angle;
input_angles = this.angles;
/** Called once per CSQC_UpdateView() */
void CSQCPlayer_SetCamera()
{
- const 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
+ const 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
const float vh = STAT(VIEWHEIGHT);
const vector pl_viewofs = STAT(PL_VIEW_OFS, NULL);
const vector pl_viewofs_crouch = STAT(PL_CROUCH_VIEW_OFS, NULL);