#include <client/defs.qh>
#include <client/main.qh>
#include <common/constants.qh>
+#include <common/net_linked.qh>
#include <common/physics/player.qh>
#include <common/stats.qh>
#include <common/triggers/trigger/viewloc.qh>
void CSQCPlayer_Unpredict(entity this)
{
if (csqcplayer_status == CSQCPLAYERSTATUS_UNPREDICTED) return;
- if (csqcplayer_status != CSQCPLAYERSTATUS_PREDICTED) LOG_FATALF("Cannot unpredict in current status (%d)\n", csqcplayer_status);
+ if (csqcplayer_status != CSQCPLAYERSTATUS_PREDICTED) LOG_FATALF("Cannot unpredict in current status (%d)", csqcplayer_status);
this.origin = csqcplayer_origin;
this.velocity = csqcplayer_velocity;
csqcplayer_moveframe = csqcplayer_sequence + 1; // + 1 because the recieved frame has the move already done (server side)
{
if (IS_DUCKED(this) || !this.isplayermodel)
{
- this.mins = STAT(PL_CROUCH_MIN, NULL);
- this.maxs = STAT(PL_CROUCH_MAX, NULL);
- this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, NULL);
+ this.mins = STAT(PL_CROUCH_MIN, this);
+ this.maxs = STAT(PL_CROUCH_MAX, this);
+ this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
}
else
{
- this.mins = STAT(PL_MIN, NULL);
- this.maxs = STAT(PL_MAX, NULL);
- this.view_ofs = STAT(PL_VIEW_OFS, NULL);
+ this.mins = STAT(PL_MIN, this);
+ this.maxs = STAT(PL_MAX, this);
+ this.view_ofs = STAT(PL_VIEW_OFS, this);
}
}
{
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);
+ const vector pl_viewofs = STAT(PL_VIEW_OFS);
+ const vector pl_viewofs_crouch = STAT(PL_CROUCH_VIEW_OFS);
const entity e = csqcplayer;
if (e)
{