* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
+#if defined(CSQC)
+ #include "../dpdefs/csprogsdefs.qh"
+ #include "../client/defs.qh"
+ #include "../common/constants.qh"
+ #include "../common/stats.qh"
+ #include "../common/util.qh"
+ #include "interpolate.qh"
+ #include "../client/main.qh"
+ #include "common.qh"
+ #include "cl_model.qh"
+ #include "cl_player.qh"
+#elif defined(MENUQC)
+#elif defined(SVQC)
+#endif
-var float autocvar_cl_movement_errorcompensation = 0;
-var float autocvar_cl_movement = 2; // testing purposes
+float autocvar_cl_movement_errorcompensation = 0;
+float autocvar_cl_movement = 2; // testing purposes
// engine stuff
-#define REFDEFFLAG_TELEPORTED 1
-#define REFDEFFLAG_JUMPING 2
float pmove_onground; // weird engine flag we shouldn't really use but have to for now
vector csqcplayer_origin, csqcplayer_velocity;
-float csqcplayer_sequence, player_pmflags;
+float csqcplayer_sequence;
+int player_pmflags;
float csqcplayer_moveframe;
vector csqcplayer_predictionerroro;
vector csqcplayer_predictionerrorv;
return (self == csqcplayer);
}
-void(entity e, float fl) V_CalcRefdef = #640; // DP_CSQC_V_CALCREFDEF
-
void CSQCPlayer_SetCamera()
{
vector v0;
o = self.origin;
v = v0;
csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
- CSQCPlayer_PredictTo(servercommandframe + 1, FALSE);
+ CSQCPlayer_PredictTo(servercommandframe + 1, false);
CSQCPlayer_SetPredictionError(self.origin - o, self.velocity - v, pmove_onground - !!(self.pmove_flags & PMF_ONGROUND));
self.origin = o;
self.velocity = v;
CSQCPlayer_SavePrediction();
}
- CSQCPlayer_PredictTo(clientcommandframe + 1, TRUE);
+ CSQCPlayer_PredictTo(clientcommandframe + 1, true);
#ifdef CSQCMODEL_SERVERSIDE_CROUCH
// get crouch state from the server (LAG)
CSQCPlayer_SetMinsMaxs();
- self.angles_y = input_angles_y;
+ self.angles_y = input_angles.y;
}
// relink
if(view)
{
- var float refdefflags = 0;
+ int refdefflags = 0;
if(view.csqcmodel_teleported)
refdefflags |= REFDEFFLAG_TELEPORTED;