self.velocity *= (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
#ifdef CSQC
- float addspeed = wishspeed - dotproduct(self.velocity, wishdir);
+ float addspeed = wishspeed - self.velocity * wishdir;
if (addspeed > 0)
{
float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
self.velocity += accelspeed * wishdir;
}
- float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
- if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
- self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
- if (self.velocity * self.velocity)
- CSQC_ClientMovement_Move();
- if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
- if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
- self.velocity_z -= g * 0.5;
+ CSQC_ClientMovement_Move();
#endif
#ifdef SVQC
#ifdef SVQC
if (!(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO))
self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
-
+
self.items |= IT_USING_JETPACK;
// jetpack also inhibits health regeneration, but only for 1 second