.float spectatorspeed;
#endif
+.int buttons_old;
.vector movement_old;
.vector v_angle_old;
.string lastclassname;
#define PHYS_JETPACK_MAXSPEED_UP(s) STAT(JETPACK_MAXSPEED_UP, s)
#define PHYS_JETPACK_REVERSE_THRUST(s) STAT(JETPACK_REVERSE_THRUST, s)
-#define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, NULL)
+#define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS)
#define PHYS_JUMPVELOCITY(s) STAT(MOVEVARS_JUMPVELOCITY, s)
+#define PHYS_JUMPVELOCITY_CROUCH(s) STAT(MOVEVARS_JUMPVELOCITY_CROUCH, s)
#define PHYS_MAXAIRSPEED(s) STAT(MOVEVARS_MAXAIRSPEED, s)
#define PHYS_MAXAIRSTRAFESPEED(s) STAT(MOVEVARS_MAXAIRSTRAFESPEED, s)
#define PHYS_WARSOWBUNNY_TOPSPEED(s) STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, s)
#define PHYS_WARSOWBUNNY_TURNACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, s)
-#define PHYS_SLICK_APPLYGRAVITY(s) STAT(SLICK_APPLYGRAVITY, NULL)
+#define PHYS_SLICK_APPLYGRAVITY(s) STAT(SLICK_APPLYGRAVITY)
#define PHYS_INPUT_BUTTON_ATCK(s) PHYS_INPUT_BUTTON_BUTTON1(s)
#define PHYS_INPUT_BUTTON_JUMP(s) PHYS_INPUT_BUTTON_BUTTON2(s)
.int items;
.vector movement;
+
+ // angles of the player's view (as opposed to their model which uses `.vector angles;`) in degrees
+ // x is pitch: positive means down (unlike .angles)
+ // y is yaw: between -180 and 180, increases when turning left
+ // z is roll: positive means tilted clockwise, usually is 0
+ // when .fixangle is set, the player's view will change to the direction where the model is facing
+ // more info: https://gitlab.com/xonotic/xonotic-data.pk3dir/merge_requests/447#note_32816794
.vector v_angle;
.entity hook;
#define PHYS_JUMPSPEEDCAP_MIN autocvar_sv_jumpspeedcap_min
#define PHYS_JUMPSPEEDCAP_MAX autocvar_sv_jumpspeedcap_max
- #define PHYS_CL_TRACK_CANJUMP(s) ((s).cvar_cl_movement_track_canjump)
+ #define PHYS_CL_TRACK_CANJUMP(s) (CS(s).cvar_cl_movement_track_canjump)
#endif