self.origin = csqcplayer_origin;
self.velocity = csqcplayer_velocity;
csqcplayer_moveframe = csqcplayer_sequence+1; //+1 because the recieved frame has the move already done (server side)
- self.pmove_flags = player_pmflags;
+ self.flags = player_pmflags;
}
void CSQCPlayer_SetMinsMaxs()
{
- if(self.pmove_flags & PMF_DUCKED)
+ if(self.flags & FL_DUCKED)
{
self.mins = PL_CROUCH_MIN;
self.maxs = PL_CROUCH_MAX;
void CSQCPlayer_SavePrediction()
{
- player_pmflags = self.pmove_flags;
+ player_pmflags = self.flags;
csqcplayer_origin = self.origin;
csqcplayer_velocity = self.velocity;
csqcplayer_sequence = servercommandframe;
// get crouch state from the server
if(getstati(STAT_VIEWHEIGHT) == PL_VIEW_OFS_z)
- self.pmove_flags &= ~PMF_DUCKED;
+ self.flags &= ~FL_DUCKED;
else if(getstati(STAT_VIEWHEIGHT) == PL_CROUCH_VIEW_OFS_z)
- self.pmove_flags |= PMF_DUCKED;
+ self.flags |= FL_DUCKED;
// get onground state from the server
if(pmove_onground)
- self.pmove_flags |= PMF_ONGROUND;
+ self.flags |= FL_ONGROUND;
else
- self.pmove_flags &= ~PMF_ONGROUND;
+ self.flags &= ~FL_ONGROUND;
CSQCPlayer_SetMinsMaxs();
// get crouch state from the server
if(getstati(STAT_VIEWHEIGHT) == PL_VIEW_OFS_z)
- self.pmove_flags &= ~PMF_DUCKED;
+ self.flags &= ~FL_DUCKED;
else if(getstati(STAT_VIEWHEIGHT) == PL_CROUCH_VIEW_OFS_z)
- self.pmove_flags |= PMF_DUCKED;
+ self.flags |= FL_DUCKED;
// get onground state from the server
if(pmove_onground)
- self.pmove_flags |= PMF_ONGROUND;
+ self.flags |= FL_ONGROUND;
else
- self.pmove_flags &= ~PMF_ONGROUND;
+ self.flags &= ~FL_ONGROUND;
CSQCPlayer_SavePrediction();
}
#ifdef CSQCMODEL_SERVERSIDE_CROUCH
// get crouch state from the server (LAG)
if(getstati(STAT_VIEWHEIGHT) == PL_VIEW_OFS_z)
- self.pmove_flags &= ~PMF_DUCKED;
+ self.flags &= ~FL_DUCKED;
else if(getstati(STAT_VIEWHEIGHT) == PL_CROUCH_VIEW_OFS_z)
- self.pmove_flags |= PMF_DUCKED;
+ self.flags |= FL_DUCKED;
#endif
CSQCPlayer_SetMinsMaxs();