PM_ClientMovement_Unstick(this);
// set crouched
- if (PHYS_INPUT_BUTTON_CROUCH(this))
+ bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
+ if(this.hook && !wasfreed(this.hook))
+ do_crouch = false;
+ if(hud != HUD_NORMAL)
+ do_crouch = false;
+ if(STAT(FROZEN, this))
+ do_crouch = false;
+ if((activeweapon == WEP_SHOCKWAVE || activeweapon == WEP_SHOTGUN) && viewmodel.animstate_startframe == viewmodel.anim_fire2_x && time < viewmodel.weapon_nextthink)
+ do_crouch = false;
+
+ if (do_crouch)
{
// wants to crouch, this always works
if (!IS_DUCKED(this)) SET_DUCKED(this);
#ifdef SVQC
- WarpZone_PlayerPhysics_FixVAngle();
+ WarpZone_PlayerPhysics_FixVAngle(this);
#endif
float maxspeed_mod = 1;
maxspeed_mod *= PHYS_HIGHSPEED(this);
Physics_UpdateStats(this, maxspeed_mod);
if (this.PlayerPhysplug)
- if (this.PlayerPhysplug())
+ if (this.PlayerPhysplug(this))
return;
#elif defined(CSQC)
if(autocvar_slowmo != STAT(MOVEVARS_TIMESCALE))
{
if (playerdemo_read(this))
return;
- WITH(entity, self, this, bot_think());
+ bot_think(this);
}
#endif
else
PM_air(this, buttons_prev, maxspeed_mod);
-:end
+LABEL(end)
if (IS_ONGROUND(this))
this.lastground = time;