return true;
}
+.int items_added;
bool PlayerThink(entity this)
{
CheckRules_Player(this);
Called every frame for each client before the physics are run
=============
*/
-.float usekeypressed;
.float last_vehiclecheck;
-.int items_added;
void PlayerPreThink (entity this)
{
WarpZone_PlayerPhysics_FixVAngle(this);
if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
{
- if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
+ if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
PlayerUseKey(this);
- this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
+ CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
}
if (IS_REAL_CLIENT(this))
ATTRIB(Client, teamkill_complain, float, this.teamkill_complain);
ATTRIB(Client, teamkill_soundtime, float, this.teamkill_soundtime);
ATTRIB(Client, teamkill_soundsource, entity, this.teamkill_soundsource);
+ ATTRIB(Client, usekeypressed, bool, this.usekeypressed);
METHOD(Client, m_unwind, bool(Client this));