const int MOVETYPE_ANGLECLIP = 2;
#endif
+const int MOVETYPE_QCPLAYER = 150; // QC-driven player physics, no think functions!
+
const int FL_ONSLICK = BIT(20);
const int MOVETYPE_FAKEPUSH = 13;
if (IS_REAL_CLIENT(this))
sv_notice_join(this);
+ this.move_qcphysics = true;
+
// update physics stats (players can spawn before physics runs)
Physics_UpdateStats(this);
void Player_Physics(entity this)
{
- set_movetype(this, this.move_movetype);
+ this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
if(!this.move_qcphysics)
return;