#define PHYS_DODGING_MAXSPEED STAT(DODGING_MAXSPEED, this)
#endif
-#ifdef CSQC
+#ifdef CSQC // FIXME this is an sv_ file, none of this will even be compiled
#define PHYS_DODGING_FRAMETIME (1 / (frametime <= 0 ? 60 : frametime))
#define PHYS_DODGING_TIMEOUT(s) STAT(DODGING_TIMEOUT)
#define PHYS_DODGING_PRESSED_KEYS(s) (s).pressedkeys
// ramp up dodging speed by adding some velocity each frame..
if (this.dodging_action == 1)
{
+ // FIXME is movement.z ever used?
+ // it seems the rest of the code uses PHYS_INPUT_BUTTON_JUMP for jumping
+
//disable jump key during dodge accel phase
if(PHYS_CS(this).movement.z > 0) { PHYS_CS(this).movement_z = 0; }