{
float air_jump = !PlayerJump(this) || player_multijump; // PlayerJump() has important side effects
float activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
- float has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO;
+ float has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || (ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO);
if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
else if (this.jetpack_stopped) { }
this.spectatorspeed = STAT(SPECTATORSPEED);
- vector oldv_angle = this.v_angle;
- vector oldangles = this.angles; // we need to save these, as they're abused by other code
- this.v_angle = PHYS_INPUT_ANGLES(this);
- this.angles = PHYS_WORLD_ANGLES(this);
-
this.team = myteam + 1; // is this correct?
if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
UNSET_JUMP_HELD(this); // canjump = true
return;
// when we get here, disableclientprediction cannot be 2
- this.disableclientprediction = 0;
+ this.disableclientprediction = -1;
#endif
viewloc_PlayerPhysics(this);
this.lastflags = this.flags;
this.lastclassname = this.classname;
-
-#ifdef CSQC
- this.v_angle = oldv_angle;
- this.angles = oldangles;
-#endif
}
#if defined(SVQC)
if(autocvar_cl_movement == 1)
CSQCPlayer_CheckWater(this); // we apparently need to check water *before* physics so it can use this for water jump
+ vector oldv_angle = this.v_angle;
+ vector oldangles = this.angles; // we need to save these, as they're abused by other code
+ this.v_angle = PHYS_INPUT_ANGLES(this);
+ this.angles = PHYS_WORLD_ANGLES(this);
+
CSQC_ClientMovement_PlayerMove_Frame(this);
if(autocvar_cl_movement == 1)
Movetype_Physics_Spam(this);
}
+ view_angles = this.v_angle;
+ input_angles = this.angles;
+ this.v_angle = oldv_angle;
+ this.angles = oldangles;
+
this.pmove_flags =
((this.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
(!(this.flags & FL_JUMPRELEASED) ? PMF_JUMP_HELD : 0) |