returns true if handled
=============
*/
-bool PlayerJump (void)
+bool PlayerJump ()
{SELFPARAM();
if (PHYS_FROZEN(self))
return true; // no jumping in freezetag when frozen
return false;
}
-void PM_check_nickspam(void)
+void PM_check_nickspam()
{SELFPARAM();
#ifdef SVQC
if (time >= self.nickspamtime)
#endif
}
-void PM_check_spider(void)
+void PM_check_spider()
{SELFPARAM();
#ifdef SVQC
if (time >= self.spider_slowness)
}
// predict frozen movement, as frozen players CAN move in some cases
-void PM_check_frozen(void)
+void PM_check_frozen()
{SELFPARAM();
if (!PHYS_FROZEN(self))
return;
#endif
}
-void PM_check_blocked(void)
+void PM_check_blocked()
{SELFPARAM();
#ifdef SVQC
if (!self.player_blocked)
#endif
}
-void PM_check_vortex(void)
+void PM_check_vortex()
{SELFPARAM();
#ifdef SVQC
// WEAPONTODO
}
#ifdef SVQC
-void SV_PlayerPhysics(void)
+void SV_PlayerPhysics()
#elif defined(CSQC)
-void CSQC_ClientMovement_PlayerMove_Frame(void)
+void CSQC_ClientMovement_PlayerMove_Frame()
#endif
{SELFPARAM();
PM_Main();