3 void sys_phys_fix(entity this, float dt)
5 this.team = myteam + 1; // is this correct?
6 PHYS_WATERJUMP_TIME(this) -= dt;
7 this.oldmovement = this.movement;
8 this.movement = PHYS_INPUT_MOVEVALUES(this);
9 this.items = STAT(ITEMS, this);
10 this.spectatorspeed = STAT(SPECTATORSPEED, this);
11 if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
12 UNSET_JUMP_HELD(this); // canjump = true
13 PM_ClientMovement_UpdateStatus(this);
16 bool sys_phys_override(entity this)
18 // no vehicle prediction
19 return hud != HUD_NORMAL;
22 void sys_phys_monitor(entity this) {}
24 void sys_phys_ai(entity this) {}
26 void sys_phys_pregame_hold(entity this) {}
28 void sys_phys_spectator_control(entity this) {}
30 void sys_phys_fixspeed(entity this, float maxspeed_mod) {}