136 this.
v_angle = PHYS_INPUT_ANGLES(
this);
137 this.
angles = PHYS_WORLD_ANGLES(
this);
169 if (STAT(HEALTH) <= 0)
173 LOG_INFO(
"the Weird code path got hit");
323 vector bob_height_check_dest =
v;
328 bob_height_check_dest =
v;
333 bob_limit *=
min(trace1fraction, trace2fraction);
339 cycle -=
rint(cycle);
348 bob =
bound(0, bob, bob_limit);
349 bob = bob * 0.3 + bob * 0.7 * cycle;
357 cycle -=
rint(cycle);
359 cycle =
cos(
M_PI * cycle / 0.5);
381 v_forward = v_forward * bob;
382 v_right = v_right * bob;
386 bob2vel.x = side * v_forward.x + front * v_right.x + 0 *
v_up.x;
387 bob2vel.y = side * v_forward.y + front * v_right.y + 0 *
v_up.y;
388 bob2vel.z = side * v_forward.z + front * v_right.z + 0 *
v_up.z;
422 float sign = (side < 0) ? -1 : 1;
458 for(offset.x = -16; offset.x <= 16; offset.x += 8)
460 for(offset.y = -16; offset.y <= 16; offset.y += 8)
486 chase_dest.x = v.x + forward.x * cdist;
487 chase_dest.y = v.y + forward.y * cdist;
566 e.view_ofs =
'0 0 1' * vh;
569 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
570 else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
578 e.view_ofs =
'0 0 1' * vh;
599 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
600 else if(vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
609 #ifdef CSQCMODEL_SERVERSIDE_CROUCH 611 if (vh == pl_viewofs.z) e.flags &= ~FL_DUCKED;
612 else if (vh == pl_viewofs_crouch.z) e.flags |= FL_DUCKED;
632 view.view_ofs =
'0 0 1' * vh;
642 V_CalcRefdef(view, refdefflags);
679 if (
cvar(
"cl_movement_replay"))
bool autocvar_v_deathtilt
#define PHYS_PL_CROUCH_MIN(s)
float autocvar_v_deathtiltangle
#define PHYS_PL_CROUCH_MAX(s)
const int ISPLAYER_PLAYER
float autocvar_cl_bob_limit
vector CSQCPlayer_ApplyChase(entity this, vector v)
#define CSQCPLAYER_HOOK_POSTCAMERASETUP()
vector CSQCPlayer_GetPredictionErrorO()
entity CSQCModel_server2csqc(int i)
#define PHYS_PL_CROUCH_VIEWOFS(s)
#define PHYS_PL_VIEWOFS(s)
float autocvar_chase_pitchangle
float cvar_settemp(string tmp_cvar, string tmp_value)
float autocvar_v_iroll_level
float autocvar_v_iroll_cycle
bool CSQCPlayer_PreUpdate(entity this)
float autocvar_cl_bob_limit_heightcheck
void CSQCPlayer_Remove(entity this)
float stairsmooth_drawtime
void CSQC_ClientMovement_PlayerMove_Frame(entity this)
void CSQCPlayer_SetMinsMaxs(entity this)
const int CSQCPLAYERSTATUS_PREDICTED
bool autocvar_chase_overhead
void CSQCPlayer_ApplyIdleScaling(entity this)
void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient)
float autocvar_chase_back
void CSQCPlayer_Unpredict(entity this)
float autocvar_v_ipitch_level
vector CSQCPlayer_GetPredictionErrorV()
void CSQCPlayer_CalcRefdef(entity this)
vector csqcplayer_predictionerroro
float autocvar_cl_rollspeed
void CSQCPlayer_ApplyDeathTilt(entity this)
bool autocvar_chase_front
float CSQCPlayer_CalcRoll(entity this)
float csqcplayer_predictionerrortime
bool CSQCPlayer_IsLocalPlayer(entity this)
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
float csqcplayer_moveframe
float autocvar_cl_bob_velocity_limit
const float MOVE_NOMONSTERS
float REFDEFFLAG_TELEPORTED
float csqcplayer_predictionerrorfactor
float autocvar_cl_bobfallminspeed
float autocvar_v_idlescale
float autocvar_cl_bob2smooth
vector csqcplayer_predictionerrorv
float autocvar_cl_bob2cycle
float autocvar_cl_stairsmoothspeed
float csqcplayer_sequence
void CSQCPlayer_SetCamera()
Called once per CSQC_UpdateView()
float autocvar_cl_bobcycle
bool autocvar_cl_movement_intermissionrunning
float autocvar_cl_bobfallcycle
float autocvar_cl_rollangle
#define BITSET(var, mask, flag)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
vector CSQCPlayer_ApplySmoothing(entity this, vector v)
#define PHYS_VIEWHEIGHT(s)
float autocvar_cl_movement_errorcompensation
bool CSQCPlayer_PostUpdate(entity this)
#define vdist(v, cmp, f)
Vector distance comparison, avoids sqrt()
float autocvar_cl_smoothviewheight
float stairsmooth_prevtime
void CSQCPlayer_SetPredictionError(vector o, vector v, float onground_diff)
const int CSQCPLAYERSTATUS_UNPREDICTED
vector CSQCModel_ApplyStairSmoothing(entity this, bool isonground, vector v)
float REFDEFFLAG_INTERMISSION
vector trace_plane_normal
void CSQCPlayer_PredictTo(entity this, float endframe, bool apply_error)
void CSQCPlayer_Physics(entity this)
int autocvar_chase_active
float autocvar_v_iyaw_level
bool autocvar_cl_useenginerefdef
bool autocvar_cl_movement
#define PHYS_STEPHEIGHT(s)
float autocvar_v_ipitch_cycle
vector csqcplayer_velocity
float autocvar_cl_bobfall
const int CSQCPLAYERSTATUS_FROMSERVER
void InterpolateOrigin_Do(entity this)
set origin based on iorigin1 (old pos), iorigin2 (desired pos), and time
float csqcmodel_teleported
vector CSQCPlayer_ApplyBobbing(entity this, vector v)
void CSQCPlayer_SavePrediction(entity this)
float autocvar_v_iyaw_cycle