9 WarpZone_PlayerPhysics_FixVAngle(
this);
10 Physics_UpdateStats(
this);
17 float idlesince =
CS(
this).parm_idlesince;
18 CS(
this).parm_idlesince =
time;
20 if (this.PlayerPhysplug && this.PlayerPhysplug(
this, dt)) {
return true; }
21 CS(
this).parm_idlesince = idlesince;
47 const bool allowed_to_move = (
time >= game_starttime && !game_stopped);
48 if (!allowed_to_move) {
61 if (!STAT(SPECTATORSPEED,
this)) { STAT(SPECTATORSPEED,
this) = maxspeed_mod; }
74 STAT(SPECTATORSPEED,
this) = maxspeed_mod;
82 STAT(SPECTATORSPEED,
this) = 1 + 0.5 * (
CS(
this).impulse - 1);
92 if (this.
speed != spd) {
94 string temps =
ftos(spd);
101 if (this.jumpspeedcap_min != autocvar_sv_jumpspeedcap_min) {
102 this.jumpspeedcap_min = autocvar_sv_jumpspeedcap_min;
103 stuffcmd(
this, sprintf(
"\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
105 if (this.jumpspeedcap_max != autocvar_sv_jumpspeedcap_max) {
106 this.jumpspeedcap_max = autocvar_sv_jumpspeedcap_max;
107 stuffcmd(
this, sprintf(
"\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
113 if (autocvar_speedmeter) {
float autocvar_sv_spectator_speed_multiplier_min
#define PHYS_MAXAIRSPEED(s)
void sys_phys_fixspeed(entity this, float maxspeed_mod)
float autocvar_sv_maxidle
ClientState CS(Client this)
#define PHYS_INPUT_BUTTON_MASK(s)
float autocvar_sv_spectator_speed_multiplier_max
void PM_ClientMovement_UpdateStatus(entity this)
bool sys_phys_override(entity this, float dt)
void PM_check_punch(entity this, float dt)
bool PM_check_specialcommand(entity this, int buttons)
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
void sys_phys_ai(entity this)
void sys_phys_land(entity this)
float autocvar_sv_maxidle_playertospectator
void anticheat_physics(entity this)
float disableclientprediction
void sys_phys_monitor(entity this, float dt)
#define IS_BOT_CLIENT(v)
want: (IS_CLIENT(v) && !IS_REAL_CLIENT(v))
#define new_pure(class)
purely logical entities (.origin doesn't work)
float autocvar_sv_spectator_speed_multiplier
void bot_think(entity this)
#define subscribe(listener, T, fn)
void sys_phys_pregame_hold(entity this)
void sys_phys_spectator_control(entity this)
void set_movetype(entity this, int mt)
void PM_check_nickspam(entity this)
void sys_phys_fix(entity this, float dt)