#endif
#ifdef CSQC
- float cvar_cl_dodging_timeout;
- bool cvar_cl_dodging;
bool autocvar_cl_dodging;
#define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
#define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT)
#define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys
#define PHYS_DODGING_ENABLED(s) autocvar_cl_dodging
#elif defined(SVQC)
- .float cvar_cl_dodging_timeout;
- .bool cvar_cl_dodging;
#define PHYS_DODGING_FRAMETIME sys_frametime
#define PHYS_DODGING_TIMEOUT(s) CS_CVAR(s).cvar_cl_dodging_timeout
#define PHYS_DODGING_PRESSED_KEYS(s) CS(s).pressedkeys
#define PHYS_DODGING_ENABLED(s) CS_CVAR(s).cvar_cl_dodging
#endif
+REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
+REPLICATE(cvar_cl_dodging, bool, "cl_dodging");
+
#ifdef SVQC
bool autocvar_sv_dodging_sound;
#ifdef SVQC
-REPLICATE(cvar_cl_dodging_timeout, float, "cl_dodging_timeout");
-REPLICATE(cvar_cl_dodging, bool, "cl_dodging");
-
void dodging_ResetPlayer(entity this)
{
this.last_dodging_time = 0;