.vector v_angle_old;
.string lastclassname;
-.float() PlayerPhysplug;
+.float(entity) PlayerPhysplug;
float AdjustAirAccelQW(float accelqw, float factor);
bool IsFlying(entity a);
#define PHYS_INPUT_BUTTON_ZOOM(s) PHYS_INPUT_BUTTON_BUTTON4(s)
#define PHYS_INPUT_BUTTON_CROUCH(s) PHYS_INPUT_BUTTON_BUTTON5(s)
#define PHYS_INPUT_BUTTON_HOOK(s) PHYS_INPUT_BUTTON_BUTTON6(s)
+
+#ifdef CSQC
+STATIC_INIT(PHYS_INPUT_BUTTON_HOOK)
+{
+ localcmd("alias +hook +button6\n");
+ localcmd("alias -hook -button6\n");
+}
+#endif
+
#define PHYS_INPUT_BUTTON_INFO(s) PHYS_INPUT_BUTTON_BUTTON7(s)
#define PHYS_INPUT_BUTTON_DRAG(s) PHYS_INPUT_BUTTON_BUTTON8(s)
#define PHYS_INPUT_BUTTON_USE(s) PHYS_INPUT_BUTTON_BUTTON_USE(s)
#define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s) PHYS_INPUT_BUTTON_BUTTON9(s)
#define PHYS_INPUT_BUTTON_JETPACK(s) PHYS_INPUT_BUTTON_BUTTON10(s)
+#ifdef CSQC
+STATIC_INIT(PHYS_INPUT_BUTTON_JETPACK)
+{
+ localcmd("alias +jetpack +button10\n");
+ localcmd("alias -jetpack -button10\n");
+}
+#endif
+
// if more buttons are needed, start using impulse bits as buttons
#define PHYS_INPUT_BUTTON_BACKWARD(s) (PHYS_INPUT_MOVEVALUES(s).x < 0)
#define ITEMS_STAT(s) ((s).items)
+.float teleport_time;
+
#ifdef CSQC
string autocvar_cl_jumpspeedcap_min;
.vector movement;
.vector v_angle;
+ .entity hook;
+
// TODO
#define IS_CLIENT(s) ((s).isplayermodel)
#define IS_PLAYER(s) ((s).isplayermodel)