#include "viewloc.qh"
-#include "util.qh"
#if defined(CSQC)
- #include "../client/defs.qh"
- #include "constants.qh"
+ #include <common/util.qh>
+ #include <common/constants.qh>
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../server/defs.qh"
+ #include <common/stats.qh>
+ #include <common/weapons/_all.qh>
#endif
// client movement
vector old_movement = PHYS_CS(this).movement;
PHYS_CS(this).movement_x = old_movement_y;
- if((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && !(time < this.ladder_time))
+ if((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && !this.ladder_entity)
PHYS_CS(this).movement_y = old_movement_x;
else
PHYS_CS(this).movement_y = 0;
vector forward = vectoangles(normalize(level_end - level_start));
vector backward = vectoangles(normalize(level_start - level_end));
- if((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && this.angles_y < 0 && !(time < this.ladder_time))
+ if((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && this.angles_y < 0 && !this.ladder_entity)
PHYS_CS(this).movement_y = -PHYS_CS(this).movement_y;
if(this.viewloc.spawnflags & VIEWLOC_FREEAIM)