#ifdef SVQC
+#include <server/client.qh>
#include <server/miscfunctions.qh>
+#include <common/mapobjects/defs.qh>
#include "../mapobjects/trigger/viewloc.qh"
+#include <server/main.qh>
// client side physics
bool Physics_Valid(string thecvar)
STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this);
- float maxspd_mod = PHYS_HIGHSPEED(this) * ((this.swampslug.active) ? this.swampslug.swamp_slowdown : 1);
+ float maxspd_mod = PHYS_HIGHSPEED(this) * ((this.swampslug.active == ACTIVE_ACTIVE) ? this.swampslug.swamp_slowdown : 1);
STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed", autocvar_sv_maxspeed) * maxspd_mod; // also slow walking
if (autocvar_g_movement_highspeed_q3_compat) {
STAT(MOVEVARS_AIRACCEL_QW, this) = Physics_ClientOption(this, "airaccel_qw", autocvar_sv_airaccel_qw);
SET_JUMP_HELD(this);
#ifdef SVQC
-
- this.oldvelocity_z = this.velocity_z;
-
animdecide_setaction(this, ANIMACTION_JUMP, true);
if (autocvar_g_jump_grunt)
if (!this.wasFlying) return;
this.wasFlying = false;
if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
- if (time < this.ladder_time) return;
+ if (this.ladder_entity) return;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];