#include "../../common/viewloc.qh"
float autocvar_cl_movement_errorcompensation = 0;
-int autocvar_cl_movement = 1;
+bool autocvar_cl_movement = true;
// engine stuff
float pmove_onground; // weird engine flag we shouldn't really use but have to for now
void CSQCPlayer_Physics(entity this)
{
- switch (autocvar_cl_movement)
- {
- case 1: CSQC_ClientMovement_PlayerMove_Frame(this); break;
- case 2: PM_Movement_Move(this); break;
- }
+ if(autocvar_cl_movement)
+ CSQC_ClientMovement_PlayerMove_Frame(this);
}
void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)