if(!IS_PLAYER(this))
return;
// make sure player is not stuck
- if(autocvar_cl_movement != 3)
+ if(autocvar_cl_movement == 3)
PM_ClientMovement_Unstick(this);
// set crouched
vector origin1 = this.origin + '0 0 1';
vector origin2 = this.origin - '0 0 1';
- if (ground && autocvar_cl_movement != 3)
+ if (ground && autocvar_cl_movement == 3)
{
tracebox(origin1, this.mins, this.maxs, origin2, MOVE_NORMAL, this);
if (trace_fraction < 1.0 && trace_plane_normal.z > 0.7)
UNSET_ONGROUND(this);
}
- if(autocvar_cl_movement != 3)
+ if(autocvar_cl_movement == 3)
{
// set watertype/waterlevel
origin1 = this.origin;
#ifdef CSQC
PM_ClientMovement_UpdateStatus(this, false);
- if(autocvar_cl_movement == 3)
+ if(autocvar_cl_movement == 1)
return;
int bump;
#ifdef CSQC
float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
- if(autocvar_cl_movement != 3)
+ if(autocvar_cl_movement == 3)
{
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
this.velocity_z -= g * 0.5;
this.velocity_z -= g;
}
PM_ClientMovement_Move(this);
- if(autocvar_cl_movement != 3)
+ if(autocvar_cl_movement == 3)
{
if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
}
#ifdef CSQC
float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
- if(autocvar_cl_movement != 3)
+ if(autocvar_cl_movement == 3)
{
if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
}
if (vdist(this.velocity, >, 0))
PM_ClientMovement_Move(this);
- if(autocvar_cl_movement != 3)
+ if(autocvar_cl_movement == 3)
{
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
}
#ifdef CSQC
float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
- if(autocvar_cl_movement != 3)
+ if(autocvar_cl_movement == 3)
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
this.velocity_z -= g * 0.5;
else
#endif
PM_ClientMovement_Move(this);
#ifdef CSQC
- if(autocvar_cl_movement != 3)
+ if(autocvar_cl_movement == 3)
if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
this.velocity_z -= g * 0.5;