#include "player.qh"
-#include "../triggers/include.qh"
+#include "../mapobjects/_mod.qh"
#include "../viewloc.qh"
#ifdef SVQC
#include <server/miscfunctions.qh>
-#include "../triggers/trigger/viewloc.qh"
+#include "../mapobjects/trigger/viewloc.qh"
// client side physics
bool Physics_Valid(string thecvar)
STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity", autocvar_sv_jumpvelocity);
STAT(MOVEVARS_JUMPVELOCITY_CROUCH, this) = Physics_ClientOption(this, "jumpvelocity_crouch", autocvar_sv_jumpvelocity_crouch);
STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump", autocvar_sv_track_canjump);
+
+ MUTATOR_CALLHOOK(PlayerPhysics_PostUpdateStats, this, maxspd_mod);
}
#endif
#ifdef SVQC
if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
- this.ammo_fuel -= PHYS_JETPACK_FUEL(this) * dt * fvel * f;
+ SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(this, RESOURCE_FUEL) - PHYS_JETPACK_FUEL(this) * dt * fvel * f);
ITEMS_STAT(this) |= IT_USING_JETPACK;