3 void sys_phys_fix(entity this, float dt)
5 this.team = myteam + 1; // is this correct?
6 PHYS_WATERJUMP_TIME(this) -= dt;
7 this.movement = PHYS_INPUT_MOVEVALUES(this);
8 this.items = STAT(ITEMS, this);
9 if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
10 UNSET_JUMP_HELD(this); // canjump = true
11 PM_ClientMovement_UpdateStatus(this);
14 bool sys_phys_override(entity this, float dt)
16 // no vehicle prediction
17 return hud != HUD_NORMAL;
20 void sys_phys_monitor(entity this, float dt) {}
22 void sys_phys_ai(entity this) {}
24 void sys_phys_pregame_hold(entity this) {}
26 void sys_phys_spectator_control(entity this) {}
28 void sys_phys_fixspeed(entity this, float maxspeed_mod)
30 float spd = STAT(MOVEVARS_SPEED, this);
31 if (this.speed != spd) {
33 string temps = ftos(spd);
34 cvar_set("cl_forwardspeed", temps);
35 cvar_set("cl_backspeed", temps);
36 cvar_set("cl_sidespeed", temps);
37 cvar_set("cl_upspeed", temps);