void SV_AddUpdates (void);
-void SV_ClientThink (void);
+void SV_PlayerPhysics (void);
void SV_ClientPrint(const char *msg);
void SV_ClientPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
// call player physics, this needs the proper frametime
PRVM_serverglobalfloat(frametime) = sv.frametime;
- SV_ClientThink();
+ SV_PlayerPhysics();
// call standard client pre-think, with frametime = 0
PRVM_serverglobalfloat(time) = sv.time;
// don't run physics here if running asynchronously
if (host_client->clmovement_inputtimeout <= 0)
{
- SV_ClientThink();
+ SV_PlayerPhysics();
//host_client->cmd.time = max(host_client->cmd.time, sv.time);
}
/*
===================
-SV_ClientThink
+SV_PlayerPhysics
the move fields specify an intended velocity in pix/sec
the angle fields specify an exact angular motion in degrees
===================
*/
-void SV_ClientThink (void)
+void SV_PlayerPhysics (void)
{
prvm_prog_t *prog = SVVM_prog;
vec3_t v_angle, angles, velocity;
// make sure the velocity is sane (not a NaN)
SV_CheckVelocity(host_client->edict);
- // LadyHavoc: QuakeC replacement for SV_ClientThink (player movement)
+ // LadyHavoc: QuakeC replacement for SV_PlayerPhysics (player movement)
if (PRVM_serverfunction(SV_PlayerPhysics) && sv_playerphysicsqc.integer)
{
PRVM_serverglobalfloat(time) = sv.time;