It was possible for the client to report being on the ground, and the server to report being in the air
if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
UNSET_JUMP_HELD(self); // canjump = true
pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
- PM_ClientMovement_UpdateStatus();
#endif
+ PM_ClientMovement_UpdateStatus();
#ifdef SVQC
WarpZone_PlayerPhysics_FixVAngle();
}
.vector dest;
+#ifdef SVQC
void trigger_push_link();
void trigger_push_updatelink();
+#endif
void trigger_push_findtarget()
{
entity t;