float bob2_smooth;
float bobfall_speed;
float bobfall_swing;
+ double calcrefdef_prevtime;
// don't change view angle, full screen, etc
int intermission;
typedef struct cl_clientmovement_state_s
{
+ // entity to be ignored for movement
+ struct prvm_edict_s *self;
// position
vec3_t origin;
vec3_t velocity;