#include "step.qh" void _Movetype_Physics_Step(entity this, float dt) // SV_Physics_Step { if(IS_ONGROUND(this)) { if(this.velocity_z >= (1.0 / 32.0) && UPWARD_VELOCITY_CLEARS_ONGROUND(this)) { UNSET_ONGROUND(this); _Movetype_CheckVelocity(this); _Movetype_FlyMove(this, dt, true, '0 0 0', 0); _Movetype_LinkEdict(this, true); } } else { _Movetype_CheckVelocity(this); _Movetype_FlyMove(this, dt, true, '0 0 0', 0); _Movetype_LinkEdict(this, true); // TODO? movetypesteplandevent } _Movetype_CheckWaterTransition(this); }