float lastclientthink, sv_maxspeed, sv_friction, sv_accelerate, sv_stopspeed;
-float sv_edgefriction, cl_rollspeed, cl_divspeed;
+float sv_edgefriction, cl_rollangle, cl_divspeed;
+.vector movement;
// LordHavoc:
// Highly optimized port of SV_ClientThink from engine code to QuakeC.
}
// show 1/3 the pitch angle and all the roll angle
- self.angles_z = bound(-1, self.velocity * v_right * cl_divspeed, 1) * cl_rollangle;
+ f = (self.velocity * v_right) * cl_divspeed;
+ if (f < -1)
+ f = -1;
+ if (f > 1)
+ f = 1;
+ self.angles_z = f * cl_rollangle;
if (!self.fixangle)
{
self.angles_x = (self.v_angle_x + self.punchangle_x) * -0.333;