Xonotic
cl_physics.qc
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1 #include "physics.qh"
2 
3 void sys_phys_fix(entity this, float dt)
4 {
5  this.team = myteam + 1; // is this correct?
6  this.movement = PHYS_INPUT_MOVEVALUES(this);
7  this.items = STAT(ITEMS, this);
8  if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
9  UNSET_JUMP_HELD(this); // canjump = true
11 }
12 
13 bool sys_phys_override(entity this, float dt)
14 {
15  // no vehicle prediction
16  return hud != HUD_NORMAL;
17 }
18 
19 void sys_phys_monitor(entity this, float dt) {}
20 
21 void sys_phys_ai(entity this) {}
22 
24 
26 
27 void sys_phys_fixspeed(entity this, float maxspeed_mod) {}
#define PHYS_INPUT_BUTTON_JUMP(s)
Definition: player.qh:147
int team
Definition: main.qh:157
bool sys_phys_override(entity this, float dt)
Definition: cl_physics.qc:13
entity() spawn
void sys_phys_fixspeed(entity this, float maxspeed_mod)
Definition: cl_physics.qc:27
void PM_ClientMovement_UpdateStatus(entity this)
Definition: player.qc:122
#define UNSET_JUMP_HELD(s)
Definition: player.qh:201
void sys_phys_ai(entity this)
Definition: cl_physics.qc:21
void sys_phys_pregame_hold(entity this)
Definition: cl_physics.qc:23
vector movement
float items
Definition: progsdefs.qc:145
void sys_phys_fix(entity this, float dt)
Definition: cl_physics.qc:3
void sys_phys_monitor(entity this, float dt)
Definition: cl_physics.qc:19
int hud
Definition: main.qh:142
void sys_phys_spectator_control(entity this)
Definition: cl_physics.qc:25