void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove
{
vector stepnormal = '0 0 0';
void _Movetype_Physics_Walk(entity this, float dt) // SV_WalkMove
{
vector stepnormal = '0 0 0';
int clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, GAMEPLAYFIX_STEPMULTIPLETIMES(this) ? PHYS_STEPHEIGHT(this) : 0);
int clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, GAMEPLAYFIX_STEPMULTIPLETIMES(this) ? PHYS_STEPHEIGHT(this) : 0);
// only try this if there was no floor in the way in the trace (no,
// this check seems to be not REALLY necessary, because if clip & 1,
// our trace will hit that thing too)
// only try this if there was no floor in the way in the trace (no,
// this check seems to be not REALLY necessary, because if clip & 1,
// our trace will hit that thing too)
_Movetype_CheckVelocity(this);
_Movetype_LinkEdict(this, true);
_Movetype_CheckVelocity(this);
_Movetype_LinkEdict(this, true);
clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, 0);
clip = _Movetype_FlyMove(this, dt, applygravity, stepnormal, 0);
- && fabs(originalmove_origin.y - this.move_origin.y) < 0.03125
- && fabs(originalmove_origin.x - this.move_origin.x) < 0.03125)
+ && fabs(originalorigin.y - this.origin.y) < 0.03125
+ && fabs(originalorigin.x - this.origin.x) < 0.03125)
// now try to unstick if needed
// clip = SV_TryUnstick (ent, oldvel);
return;
// now try to unstick if needed
// clip = SV_TryUnstick (ent, oldvel);
return;
_Movetype_WallFriction(this, stepnormal);
}
// don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
_Movetype_WallFriction(this, stepnormal);
}
// don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
// if the push down didn't end up on good ground, use the move without
// the step up. This happens near wall / slope combinations, and can
// cause the player to hop up higher on a slope too steep to climb
// if the push down didn't end up on good ground, use the move without
// the step up. This happens near wall / slope combinations, and can
// cause the player to hop up higher on a slope too steep to climb
- this.move_origin = originalmove_origin;
- this.move_velocity = originalmove_velocity;
- this.move_flags = originalmove_flags;
- this.move_groundentity = originalmove_groundentity;
+ this.origin = originalorigin;
+ this.velocity = originalvelocity;
+ this.flags = originalflags;
+ this.groundentity = originalmove_groundentity;