void CSQC_ClientMovement_PlayerMove_Frame();
+void PM_Movement_Move()
+{
+ runstandardplayerphysics(self);
+#ifdef CSQC
+ self.flags =
+ ((self.pmove_flags & PMF_DUCKED) ? FL_DUCKED : 0) |
+ (!(self.pmove_flags & PMF_JUMP_HELD) ? FL_JUMPRELEASED : 0) |
+ ((self.pmove_flags & PMF_ONGROUND) ? FL_ONGROUND : 0);
+#endif
+}
+
void CSQCPlayer_Physics(void)
{
switch(autocvar_cl_movement)
{
- case 1: runstandardplayerphysics(self); break;
- case 2: CSQC_ClientMovement_PlayerMove_Frame(); break;
+ case 1: CSQC_ClientMovement_PlayerMove_Frame(); break;
+ case 2: PM_Movement_Move(); break;
}
}