csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
}
-void PM_Main();
+void CSQC_ClientMovement_PlayerMove_Frame();
void CSQCPlayer_Physics(void)
{
switch(autocvar_cl_movement)
{
case 1: runstandardplayerphysics(self); break;
- case 2: PM_Main(); break;
+ case 2: CSQC_ClientMovement_PlayerMove_Frame(); break;
}
}
float curspeed;
vector wishvel, wishdir;
- curspeed = max(
- vlen(vec2(self.velocity)) // current xy speed
#ifdef SVQC
- ,vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
-#endif
+ curspeed = max(
+ vlen(vec2(self.velocity)), // current xy speed
+ vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
);
+#elif defined(CSQC)
+ curspeed = vlen(vec2(self.velocity));
+#endif
+
makevectors(PHYS_INPUT_ANGLES(self)_y * '0 1 0');
wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
wishdir = normalize(wishvel);