if(oldmovement_x > 0)
self.v_angle_x = self.angles_x = -50;
+ else if(oldmovement_x < 0)
+ self.v_angle_x = self.angles_x = 50;
if(!self.BUTTON_CROUCH)
self.BUTTON_CROUCH = (oldmovement_x < 0);
if(time < self.ladder_time)
self.disableclientprediction = 1;
- if(self.viewloc)
- {
- self.disableclientprediction = 1;
- vector oldmovement = self.movement;
- self.movement_x = oldmovement_y;
- self.movement_y = 0;
-
- if(self.movement_x < 0)
- self.movement_x = -self.movement_x;
-
- vector level_start, level_end;
- level_start = self.viewloc.enemy.origin;
- level_end = self.viewloc.goalentity.origin;
- vector forward, backward;
- forward = vectoangles(normalize(level_end - level_start));
- backward = vectoangles(normalize(level_start - level_end));
-
- if(self.movement_x < 0) // left
- self.angles = backward;
- if(self.movement_x > 0) // right
- self.angles = forward;
-
- if(oldmovement_x > 0)
- self.v_angle_x = self.angles_x = -50;
-
- if(!self.BUTTON_CROUCH)
- self.BUTTON_CROUCH = (oldmovement_x < 0);
- }
+ viewloc_PlayerPhysics();
if(self.frozen)
{