#include "player.qh"
-#include "../mapobjects/_mod.qh"
-#include "../viewloc.qh"
-#ifdef SVQC
+#include <common/mapobjects/_mod.qh>
+#include <common/viewloc.qh>
-#include <server/miscfunctions.qh>
-#include "../mapobjects/trigger/viewloc.qh"
+#ifdef SVQC
+#include <common/mapobjects/defs.qh>
+#include <common/mapobjects/trigger/viewloc.qh>
+#include <server/client.qh>
// client side physics
bool Physics_Valid(string thecvar)
if(!autocvar_g_physics_clientselect)
return defaultval;
- if(IS_REAL_CLIENT(this) && Physics_Valid(CS(this).cvar_cl_physics))
+ if(IS_REAL_CLIENT(this) && Physics_Valid(CS_CVAR(this).cvar_cl_physics))
{
- string s = strcat("g_physics_", CS(this).cvar_cl_physics, "_", option);
+ string s = strcat("g_physics_", CS_CVAR(this).cvar_cl_physics, "_", option);
if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
return cvar(s);
}
STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this);
- float maxspd_mod = PHYS_HIGHSPEED(this) * ((this.swampslug.active) ? this.swampslug.swamp_slowdown : 1);
+ float maxspd_mod = PHYS_HIGHSPEED(this) * ((this.swampslug.active == ACTIVE_ACTIVE) ? this.swampslug.swamp_slowdown : 1);
STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed", autocvar_sv_maxspeed) * maxspd_mod; // also slow walking
if (autocvar_g_movement_highspeed_q3_compat) {
STAT(MOVEVARS_AIRACCEL_QW, this) = Physics_ClientOption(this, "airaccel_qw", autocvar_sv_airaccel_qw);
SET_JUMP_HELD(this);
#ifdef SVQC
-
- this.oldvelocity_z = this.velocity_z;
-
animdecide_setaction(this, ANIMACTION_JUMP, true);
if (autocvar_g_jump_grunt)
{ // open at eye level
this.velocity_z = 225;
this.flags |= FL_WATERJUMP;
+ this.teleport_time = time + 2; // safety net
SET_JUMP_HELD(this);
}
}
#ifdef SVQC
- #define JETPACK_JUMP(s) CS(s).cvar_cl_jetpack_jump
+ #define JETPACK_JUMP(s) CS_CVAR(s).cvar_cl_jetpack_jump
#elif defined(CSQC)
float autocvar_cl_jetpack_jump;
#define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
LOG_INFO("A hollow voice says \"Plugh\".");
}
- else
- STAT(MOVEVARS_SPECIALCOMMAND, this) = true;
}
#endif
{
#ifdef SVQC
string c;
- if (!buttons)
- c = "x";
- else if (buttons == 1)
- c = "1";
- else if (buttons == 2)
- c = " ";
- else if (buttons == 128)
- c = "s";
- else if (buttons == 256)
- c = "w";
- else if (buttons == 512)
- c = "a";
- else if (buttons == 1024)
- c = "d";
- else
- c = "?";
+ switch (buttons)
+ {
+ // buttons mapped in PHYS_INPUT_BUTTON_MASK
+ case 0: c = "x"; break;
+ case BIT(0): c = "1"; break;
+ case BIT(2): c = " "; break;
+ case BIT(7): c = "s"; break;
+ case BIT(8): c = "w"; break;
+ case BIT(9): c = "a"; break;
+ case BIT(10): c = "d"; break;
+ default: c = "?";
+ }
if (c == substring(specialcommand, CS(this).specialcommand_pos, 1))
{
if (!this.wasFlying) return;
this.wasFlying = false;
if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
- if (time < this.ladder_time) return;
+ if (this.ladder_entity) return;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity weaponentity = weaponentities[slot];
void PM_Footsteps(entity this)
{
#ifdef SVQC
- if (!g_footsteps) return;
+ if (!autocvar_g_footsteps) return;
if (IS_DUCKED(this)) return;
if (time >= this.lastground + 0.2) return;
if (vdist(this.velocity, <=, autocvar_sv_maxspeed * 0.6)) return;