// pmove_waterjumptime = 0;
}
-void CSQC_ClientMovement_Move(entity s)
+void CSQC_ClientMovement_Move()
{
float t = PHYS_INPUT_TIMELENGTH;
CSQC_ClientMovement_UpdateStatus();
for (bump = 0; bump < 8 && self.velocity * self.velocity > 0; bump++)
{
vector neworigin = self.origin + t * self.velocity;
- tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, s);
+ tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
float old_trace1_fraction = trace_fraction;
vector old_trace1_endpos = trace_endpos;
vector old_trace1_plane_normal = trace_plane_normal;
currentorigin2_z += PHYS_STEPHEIGHT;
vector neworigin2 = neworigin;
neworigin2_z = self.origin_z + PHYS_STEPHEIGHT;
- tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, s);
+ tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
if (!trace_startsolid)
{
// then move down from there
neworigin2_z = self.origin_z;
float old_trace2_fraction = trace_fraction;
vector old_trace2_plane_normal = trace_plane_normal;
- tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, s);
+ tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
//Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
// accept the new trace if it made some progress
if (fabs(trace_endpos_x - old_trace1_endpos_x) >= 0.03125 || fabs(trace_endpos_y - old_trace1_endpos_y) >= 0.03125)
if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
if (self.velocity * self.velocity)
- CSQC_ClientMovement_Move(self);
+ CSQC_ClientMovement_Move();
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
self.velocity_z -= g * 0.5;
self.velocity_z -= g * 0.5;
else
self.velocity_z -= g;
- CSQC_ClientMovement_Move(self);
+ CSQC_ClientMovement_Move();
if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
self.velocity_z -= g * 0.5;