{
// first calculate a typical start point for the jump
vector org = (this.absmin + this.absmax) * 0.5;
- if(!STAT(VQ3COMPAT))
- org.z = this.absmax.z - PL_MIN_CONST.z - 7;
+ org.z = this.absmax.z - PL_MIN_CONST.z - 7;
if (this.target)
{
#endif
REGISTER_STAT(SLICK_APPLYGRAVITY, bool, autocvar_sv_slick_applygravity)
-#ifdef SVQC
-bool autocvar_sv_vq3compat;
-#endif
-REGISTER_STAT(VQ3COMPAT, bool, autocvar_sv_vq3compat)
-
#ifdef SVQC
#include "physics/movetypes/movetypes.qh"
float warmup_limit;
bool autocvar_sv_precacheplayermodels;
//float autocvar_sv_precacheweapons; // WEAPONTODO?
bool autocvar_sv_q3acompat_machineshotgunswap;
+bool autocvar_sv_vq3compat;
bool autocvar_sv_servermodelsonly;
int autocvar_sv_spectate;
float autocvar_sv_spectator_speed_multiplier;