.float() PlayerPhysplug;
+#ifdef SVQC
+.float stat_dodging_frozen;
+.float stat_sv_airaccel_qw;
+.float stat_sv_airstrafeaccel_qw;
+.float stat_sv_airspeedlimit_nonqw;
+.float stat_sv_maxspeed;
+.float stat_movement_highspeed;
+
+.float stat_jetpack_accel_side;
+.float stat_jetpack_accel_up;
+.float stat_jetpack_antigravity;
+.float stat_jetpack_fuel;
+.float stat_jetpack_maxspeed_up;
+.float stat_jetpack_maxspeed_side;
+
+void Physics_AddStats()
+{
+ // g_movementspeed hack
+ addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
+ addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
+ addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
+ addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
+ addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed);
+
+ // dodging
+ addstat(STAT_DODGING_FROZEN, AS_INT, stat_dodging_frozen);
+
+ // jet pack
+ addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side);
+ addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up);
+ addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity);
+ addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel);
+ addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up);
+ addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side);
+}
+#endif
+
// Client/server mappings
#ifdef CSQC
.float watertype;
.float stat_game_starttime;
.float stat_round_starttime;
-.float stat_sv_airaccel_qw;
-.float stat_sv_airstrafeaccel_qw;
-.float stat_sv_airspeedlimit_nonqw;
-.float stat_sv_maxspeed;
-.float stat_movement_highspeed;
-
void W_Porto_Remove (entity p);
.float projectiledeathtype;
.entity iceblock;
.entity frozen_by; // for ice fields
-.float stat_dodging_frozen;
-
.entity muzzle_flash;
.float misc_bulletcounter; // replaces uzi & hlac bullet counter.
string modname;
-.float stat_jetpack_accel_side;
-.float stat_jetpack_accel_up;
-.float stat_jetpack_antigravity;
-.float stat_jetpack_fuel;
-.float stat_jetpack_maxspeed_up;
-.float stat_jetpack_maxspeed_side;
-
.float missile_flags;
#define MIF_SPLASH 2
#define MIF_ARC 4
void ClientInit_Spawn();
void WeaponStats_Init();
void WeaponStats_Shutdown();
+void Physics_AddStats();
void spawnfunc_worldspawn (void)
{
float fd, l, i, j, n;
addstat(STAT_FROZEN, AS_INT, frozen);
addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, revive_progress);
- // g_movementspeed hack
- addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
- addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
- addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
- addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
- addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed);
-
- // jet pack
- addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side);
- addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up);
- addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity);
- addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel);
- addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up);
- addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side);
-
- // dodging
- addstat(STAT_DODGING_FROZEN, AS_INT, stat_dodging_frozen);
+ // physics
+ Physics_AddStats();
// secrets
addstat(STAT_SECRETS_TOTAL, AS_FLOAT, stat_secrets_total);