}
}
+.vector oldmovement;
void PM_ladder(entity this, float maxspd_mod)
{
// on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
vector wishvel = v_forward * this.movement_x
+ v_right * this.movement_y
+ '0 0 1' * this.movement_z;
+ if(this.viewloc)
+ wishvel.z = this.oldmovement.x;
this.velocity_z += g;
if (this.ladder_entity.classname == "func_water")
{
PM_ClientMovement_UpdateStatus(this, true);
#endif
+ this.oldmovement = this.movement;
+
#ifdef SVQC
WarpZone_PlayerPhysics_FixVAngle();
{
if(this.viewloc)
{
- vector oldmovement = this.movement;
- this.movement_x = oldmovement_y;
+ vector old_movement = this.movement;
+ this.movement_x = old_movement_y;
this.movement_y = 0;
if(this.movement_x < 0)
if(this.movement_x > 0) // right
this.angles_y = forward_y;
- if(oldmovement_x > 0)
+ if(old_movement_x > 0)
#ifdef CSQC
input_angles_x =
#endif
this.v_angle_x = this.angles_x = -50;
- else if(oldmovement_x < 0)
+ else if(old_movement_x < 0)
#ifdef CSQC
input_angles_x =
#endif
//if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
#ifdef SVQC
- //this.BUTTON_CROUCH = (oldmovement_x < 0);
- if (oldmovement.x < 0)
+ //this.BUTTON_CROUCH = (old_movement_x < 0);
+ if (old_movement.x < 0)
this.BUTTON_CROUCH = true;
#elif defined(CSQC)
- if (oldmovement.x < 0)
+ if (old_movement.x < 0)
{
input_buttons |= BIT(4);
this.flags |= FL_DUCKED;