{
if(self.pmove_flags & PMF_ONGROUND)
flg |= FL_ONGROUND;
- if(!(self.pmove_flags & PMF_JUMPRELEASED))
- if(self.anim_prev_pmove_flags & PMF_JUMPRELEASED)
+ if(self.pmove_flags & PMF_JUMP_HELD)
+ if(!(self.anim_prev_pmove_flags & PMF_JUMP_HELD))
animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
self.anim_prev_pmove_flags = self.pmove_flags;
}
var float autocvar_cl_movement_errorcompensation = 0;
// engine stuff
-.float pmove_flags;
-float pmove_onground; // weird engine flag we shouldn't really use but have to for now
-#define PMF_JUMP_HELD 1
-#define PMF_DUCKED 4
-#define PMF_ONGROUND 8
#define REFDEFFLAG_TELEPORTED 1
#define REFDEFFLAG_JUMPING 2
+float pmove_onground; // weird engine flag we shouldn't really use but have to for now
vector csqcplayer_origin, csqcplayer_velocity;
float csqcplayer_sequence, player_pmflags;
#define CSQCPLAYERSTATUS_FROMSERVER 1
#define CSQCPLAYERSTATUS_PREDICTED 2
+// only ever READ these!
+.float pmove_flags;
+#define PMF_JUMP_HELD 1
+#define PMF_DUCKED 4
+#define PMF_ONGROUND 8
+
void CSQCPlayer_SetCamera();
float CSQCPlayer_PreUpdate();
float CSQCPlayer_PostUpdate();