void set_movetype(entity this, int mt)
{
this.move_movetype = mt;
- if (mt == MOVETYPE_PHYSICS) {
- this.move_qcphysics = false;
- } else if (autocvar_sv_qcphysics == 2) {
- this.move_qcphysics = true;
- }
+ this.move_qcphysics = (mt != MOVETYPE_PHYSICS);
if(!IL_CONTAINS(g_moveables, this))
IL_PUSH(g_moveables, this); // add it to the moveable entities list (even if it doesn't move!) logic: if an object never sets its movetype, we assume it never does anything notable
this.movetype = (this.move_qcphysics) ? MOVETYPE_QCENTITY : mt;
#ifdef SVQC
// undefined on client, engine cvar
bool autocvar_physics_ode;
-
-int autocvar_sv_qcphysics = 1; // TODO this is for testing - remove when qcphysics work
#endif
// water levels
setproperty(VF_ANGLES, view_angles);
}
-bool autocvar_cl_useenginerefdef = false;
-
/** Called once per CSQC_UpdateView() */
void CSQCPlayer_SetCamera()
{
InterpolateOrigin_Do(view);
view.view_ofs = '0 0 1' * vh;
}
- if(autocvar_cl_useenginerefdef)
- {
- int refdefflags = 0;
- if (view.csqcmodel_teleported) refdefflags |= REFDEFFLAG_TELEPORTED;
- if (input_buttons & BIT(1)) refdefflags |= REFDEFFLAG_JUMPING;
- // note: these two only work in WIP2, but are harmless in WIP1
- if (PHYS_HEALTH(NULL) <= 0 && PHYS_HEALTH(NULL) != -666 && PHYS_HEALTH(NULL) != -2342) refdefflags |= REFDEFFLAG_DEAD;
- if (intermission) refdefflags |= REFDEFFLAG_INTERMISSION;
- V_CalcRefdef(view, refdefflags); // TODO? uses .health stat in the engine when this isn't called here, may be broken!
- }
- else
- {
- CSQCPlayer_CalcRefdef(view);
- }
+ CSQCPlayer_CalcRefdef(view);
}
else
{
if (IS_REAL_CLIENT(this))
sv_notice_join(this);
- this.move_qcphysics = autocvar_sv_qcphysics;
+ this.move_qcphysics = true;
// update physics stats (players can spawn before physics runs)
Physics_UpdateStats(this);
seta cl_showspectators 0 "Show who's spectating you if server has sv_showspectators enabled"
-set cl_useenginerefdef 0
-
set cl_rollkillspeed 10
// Facility for config.cfg use ONLY.