2 void _Movetype_Physics_Step(entity this, float dt) // SV_Physics_Step
4 if (IS_ONGROUND(this)) {
5 if (this.velocity_z >= (1.0 / 32.0) && UPWARD_VELOCITY_CLEARS_ONGROUND(this)) {
7 _Movetype_CheckVelocity(this);
8 _Movetype_FlyMove(this, dt, true, '0 0 0', 0);
9 _Movetype_LinkEdict(this, true);
12 _Movetype_CheckVelocity(this);
13 _Movetype_FlyMove(this, dt, true, '0 0 0', 0);
14 _Movetype_LinkEdict(this, true);
16 // TODO? movetypesteplandevent
19 _Movetype_CheckWaterTransition(this);