#include "physics.qh"
+float autocvar_sv_spectator_speed_multiplier;
+float autocvar_sv_spectator_speed_multiplier_min = 1;
+float autocvar_sv_spectator_speed_multiplier_max = 5;
+
void sys_phys_fix(entity this, float dt)
{
WarpZone_PlayerPhysics_FixVAngle(this);
{
int buttons = PHYS_INPUT_BUTTON_MASK(this);
anticheat_physics(this);
- if (sv_maxidle > 0) {
+ if (autocvar_sv_maxidle > 0) {
if (buttons != CS(this).buttons_old
|| CS(this).movement != CS(this).movement_old
|| this.v_angle != CS(this).v_angle_old) { CS(this).parm_idlesince = time; }
void sys_phys_pregame_hold(entity this)
{
if (!IS_PLAYER(this)) { return; }
- const bool allowed_to_move = (time >= game_starttime && !game_stopped);
+ // z411
+ //const bool allowed_to_move = (time >= game_starttime && !game_stopped);
+ const bool allowed_to_move = (!game_stopped && !game_timeout);
if (!allowed_to_move) {
this.velocity = '0 0 0';
set_movetype(this, MOVETYPE_NONE);