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 this.spectatorspeed = STAT(SPECTATORSPEED, this);
10 if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
11 UNSET_JUMP_HELD(this); // canjump = true
12 PM_ClientMovement_UpdateStatus(this);
15 bool sys_phys_override(entity this, float dt)
17 // no vehicle prediction
18 return hud != HUD_NORMAL;
21 void sys_phys_monitor(entity this, float dt) {}
23 void sys_phys_ai(entity this) {}
25 void sys_phys_pregame_hold(entity this) {}
27 void sys_phys_spectator_control(entity this) {}
29 void sys_phys_fixspeed(entity this, float maxspeed_mod) {}