5 this.
team = myteam + 1;
6 this.
movement = PHYS_INPUT_MOVEVALUES(
this);
7 this.
items = STAT(ITEMS,
this);
16 return hud != HUD_NORMAL;
#define PHYS_INPUT_BUTTON_JUMP(s)
bool sys_phys_override(entity this, float dt)
void sys_phys_fixspeed(entity this, float maxspeed_mod)
void PM_ClientMovement_UpdateStatus(entity this)
#define UNSET_JUMP_HELD(s)
void sys_phys_ai(entity this)
void sys_phys_pregame_hold(entity this)
void sys_phys_fix(entity this, float dt)
void sys_phys_monitor(entity this, float dt)
void sys_phys_spectator_control(entity this)