Xonotic
player.qh
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1 #pragma once
2 
3 // Client/server mappings
4 
5 #ifdef SVQC
6 // TODO: get rid of this random dumb include!
7  #include <common/state.qh>
8 
9 float autocvar_sv_airaccel_qw;
10 float autocvar_sv_airstrafeaccel_qw;
11 float autocvar_sv_airspeedlimit_nonqw;
12 float autocvar_sv_airaccel_qw_stretchfactor;
13 float autocvar_sv_maxairstrafespeed;
14 float autocvar_sv_airstrafeaccelerate;
15 float autocvar_sv_warsowbunny_turnaccel;
16 float autocvar_sv_airaccel_sideways_friction;
17 float autocvar_sv_aircontrol;
18 float autocvar_sv_aircontrol_power;
19 float autocvar_sv_aircontrol_backwards;
20 float autocvar_sv_aircontrol_sidewards;
21 float autocvar_sv_aircontrol_penalty;
22 float autocvar_sv_warsowbunny_airforwardaccel;
23 float autocvar_sv_warsowbunny_topspeed;
24 float autocvar_sv_warsowbunny_accel;
25 float autocvar_sv_warsowbunny_backtosideratio;
26 float autocvar_sv_friction;
27 float autocvar_sv_accelerate;
28 float autocvar_sv_stopspeed;
29 float autocvar_sv_airaccelerate;
30 float autocvar_sv_airstopaccelerate;
31 float autocvar_sv_track_canjump;
32 string autocvar_g_physics_clientselect_options;
33 string autocvar_g_physics_clientselect_default;
34 bool autocvar_g_jump_grunt;
35 bool autocvar_g_physics_clientselect;
36 float autocvar_g_maxspeed;
37 float autocvar_g_movement_highspeed = 1;
38 bool autocvar_g_movement_highspeed_q3_compat = 0;
39 //float autocvar_g_nick_flood_penalty;
40 int autocvar_g_nick_flood_penalty_red;
41 int autocvar_g_nick_flood_penalty_yellow;
42 //float autocvar_g_nick_flood_timeout;
43 bool autocvar_speedmeter;
44 string autocvar_sv_jumpspeedcap_max;
45 float autocvar_sv_jumpspeedcap_max_disable_on_ramps;
46 string autocvar_sv_jumpspeedcap_min;
47 float autocvar_sv_jumpvelocity;
48 float autocvar_sv_jumpvelocity_crouch;
49 float autocvar_sv_maxairspeed;
50 float autocvar_sv_maxspeed;
51 bool autocvar_g_footsteps;
52 #endif
53 
54 .entity conveyor;
55 
56 .float race_penalty;
57 
58 .float gravity;
60 .float lastflags;
61 .float lastground;
62 .bool wasFlying;
63 
65 .vector movement_old;
66 .vector v_angle_old;
67 .string lastclassname;
68 
69 .float(entity,float) PlayerPhysplug;
70 float AdjustAirAccelQW(float accelqw, float factor);
71 
72 bool IsFlying(entity a);
73 
74 #ifdef GAMEQC
75 REPLICATE_INIT(string, cvar_cl_physics);
76 REPLICATE_INIT(bool, cvar_cl_jetpack_jump);
77 REPLICATE_INIT(bool, cvar_cl_movement_track_canjump);
78 #endif
79 
80 #define PHYS_PL_MAX(s) STAT(PL_MAX, s)
81 #define PHYS_PL_MIN(s) STAT(PL_MIN, s)
82 #define PHYS_PL_CROUCH_MAX(s) STAT(PL_CROUCH_MAX, s)
83 #define PHYS_PL_CROUCH_MIN(s) STAT(PL_CROUCH_MIN, s)
84 
85 #define PHYS_PL_VIEWOFS(s) STAT(PL_VIEW_OFS, s)
86 #define PHYS_PL_CROUCH_VIEWOFS(s) STAT(PL_CROUCH_VIEW_OFS, s)
87 
88 #define PHYS_VIEWHEIGHT(s) STAT(VIEWHEIGHT, s)
89 #define PHYS_HEALTH(s) STAT(HEALTH, s)
90 
91 #define PHYS_ACCELERATE(s) STAT(MOVEVARS_ACCELERATE, s)
92 #define PHYS_AIRACCELERATE(s) STAT(MOVEVARS_AIRACCELERATE, s)
93 #define PHYS_AIRACCEL_QW(s) STAT(MOVEVARS_AIRACCEL_QW, s)
94 #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s) STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, s)
95 #define PHYS_AIRACCEL_SIDEWAYS_FRICTION(s) STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, s)
96 #define PHYS_AIRCONTROL(s) STAT(MOVEVARS_AIRCONTROL, s)
97 #define PHYS_AIRCONTROL_PENALTY(s) STAT(MOVEVARS_AIRCONTROL_PENALTY, s)
98 #define PHYS_AIRCONTROL_POWER(s) STAT(MOVEVARS_AIRCONTROL_POWER, s)
99 #define PHYS_AIRCONTROL_BACKWARDS(s) STAT(MOVEVARS_AIRCONTROL_BACKWARDS, s)
100 #define PHYS_AIRCONTROL_SIDEWARDS(s) STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, s)
101 #define PHYS_AIRSPEEDLIMIT_NONQW(s) STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, s)
102 #define PHYS_AIRSTOPACCELERATE(s) STAT(MOVEVARS_AIRSTOPACCELERATE, s)
103 #define PHYS_AIRSTRAFEACCELERATE(s) STAT(MOVEVARS_AIRSTRAFEACCELERATE, s)
104 #define PHYS_AIRSTRAFEACCEL_QW(s) STAT(MOVEVARS_AIRSTRAFEACCEL_QW, s)
105 
106 #define PHYS_AMMO_FUEL(s) STAT(FUEL, s)
107 
108 #define PHYS_DODGING_FROZEN(s) STAT(DODGING_FROZEN, s)
109 
110 #define PHYS_FRICTION(s) STAT(MOVEVARS_FRICTION, s)
111 #define PHYS_FRICTION_ONLAND(s) STAT(MOVEVARS_FRICTION_ONLAND, s)
112 #define PHYS_FRICTION_SLICK(s) STAT(MOVEVARS_FRICTION_SLICK, s)
113 
114 #define PHYS_FROZEN(s) STAT(FROZEN, s)
115 
116 #define PHYS_HIGHSPEED(s) STAT(MOVEVARS_HIGHSPEED, s)
117 
118 #define PHYS_JETPACK_ACCEL_SIDE(s) STAT(JETPACK_ACCEL_SIDE, s)
119 #define PHYS_JETPACK_ACCEL_UP(s) STAT(JETPACK_ACCEL_UP, s)
120 #define PHYS_JETPACK_ANTIGRAVITY(s) STAT(JETPACK_ANTIGRAVITY, s)
121 #define PHYS_JETPACK_FUEL(s) STAT(JETPACK_FUEL, s)
122 #define PHYS_JETPACK_MAXSPEED_SIDE(s) STAT(JETPACK_MAXSPEED_SIDE, s)
123 #define PHYS_JETPACK_MAXSPEED_UP(s) STAT(JETPACK_MAXSPEED_UP, s)
124 #define PHYS_JETPACK_REVERSE_THRUST(s) STAT(JETPACK_REVERSE_THRUST, s)
125 
126 #define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS)
127 #define PHYS_JUMPVELOCITY(s) STAT(MOVEVARS_JUMPVELOCITY, s)
128 #define PHYS_JUMPVELOCITY_CROUCH(s) STAT(MOVEVARS_JUMPVELOCITY_CROUCH, s)
129 
130 #define PHYS_MAXAIRSPEED(s) STAT(MOVEVARS_MAXAIRSPEED, s)
131 #define PHYS_MAXAIRSTRAFESPEED(s) STAT(MOVEVARS_MAXAIRSTRAFESPEED, s)
132 #define PHYS_MAXSPEED(s) STAT(MOVEVARS_MAXSPEED, s)
133 
134 #define PHYS_STOPSPEED(s) STAT(MOVEVARS_STOPSPEED, s)
135 
136 #define PHYS_TRACK_CANJUMP(s) STAT(MOVEVARS_TRACK_CANJUMP, s)
137 
138 #define PHYS_WARSOWBUNNY_ACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_ACCEL, s)
139 #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, s)
140 #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO(s) STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, s)
141 #define PHYS_WARSOWBUNNY_TOPSPEED(s) STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, s)
142 #define PHYS_WARSOWBUNNY_TURNACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, s)
143 
144 #define PHYS_SLICK_APPLYGRAVITY(s) STAT(SLICK_APPLYGRAVITY)
145 
146 #define PHYS_INPUT_BUTTON_ATCK(s) PHYS_INPUT_BUTTON_BUTTON1(s)
147 #define PHYS_INPUT_BUTTON_JUMP(s) PHYS_INPUT_BUTTON_BUTTON2(s)
148 #define PHYS_INPUT_BUTTON_ATCK2(s) PHYS_INPUT_BUTTON_BUTTON3(s)
149 #define PHYS_INPUT_BUTTON_ZOOM(s) PHYS_INPUT_BUTTON_BUTTON4(s)
150 #define PHYS_INPUT_BUTTON_CROUCH(s) PHYS_INPUT_BUTTON_BUTTON5(s)
151 #define PHYS_INPUT_BUTTON_HOOK(s) PHYS_INPUT_BUTTON_BUTTON6(s)
152 #define PHYS_INPUT_BUTTON_INFO(s) PHYS_INPUT_BUTTON_BUTTON7(s)
153 #define PHYS_INPUT_BUTTON_DRAG(s) PHYS_INPUT_BUTTON_BUTTON8(s)
154 #define PHYS_INPUT_BUTTON_USE(s) PHYS_INPUT_BUTTON_BUTTON_USE(s)
155 #define PHYS_INPUT_BUTTON_CHAT(s) PHYS_INPUT_BUTTON_BUTTON_CHAT(s)
156 #define PHYS_INPUT_BUTTON_PRYDON(s) PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)
157 #define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s) PHYS_INPUT_BUTTON_BUTTON9(s)
158 #define PHYS_INPUT_BUTTON_JETPACK(s) PHYS_INPUT_BUTTON_BUTTON10(s)
159 #define PHYS_INPUT_BUTTON_DODGE(s) PHYS_INPUT_BUTTON_BUTTON11(s)
160 #define PHYS_INPUT_BUTTON_MINIGAME(s) PHYS_INPUT_BUTTON_BUTTON12(s)
161 
162 #ifdef CSQC
163 STATIC_INIT(PHYS_INPUT_BUTTON)
164 {
165  localcmd("alias +hook +button6\n");
166  localcmd("alias -hook -button6\n");
167 
168  localcmd("alias +jetpack +button10\n");
169  localcmd("alias -jetpack -button10\n");
170 
171  localcmd("alias +dodge +button11\n");
172  localcmd("alias -dodge -button11\n");
173 }
174 #endif
175 
176 // if more buttons are needed, start using impulse bits as buttons
177 
178 #define PHYS_INPUT_BUTTON_BACKWARD(s) (PHYS_INPUT_MOVEVALUES(s).x < 0)
179 #define PHYS_INPUT_BUTTON_FORWARD(s) (PHYS_INPUT_MOVEVALUES(s).x > 0)
180 #define PHYS_INPUT_BUTTON_LEFT(s) (PHYS_INPUT_MOVEVALUES(s).y < 0)
181 #define PHYS_INPUT_BUTTON_RIGHT(s) (PHYS_INPUT_MOVEVALUES(s).y > 0)
182 
183 // used for special commands and idle checking, not from the engine
184 // TODO: cache
185 #define PHYS_INPUT_BUTTON_MASK(s) ( \
186  (BIT(0) * PHYS_INPUT_BUTTON_ATCK(s)) \
187  | (BIT(1) * PHYS_INPUT_BUTTON_JUMP(s)) \
188  | (BIT(2) * PHYS_INPUT_BUTTON_ATCK2(s)) \
189  | (BIT(3) * PHYS_INPUT_BUTTON_ZOOM(s)) \
190  | (BIT(4) * PHYS_INPUT_BUTTON_CROUCH(s)) \
191  | (BIT(5) * PHYS_INPUT_BUTTON_HOOK(s)) \
192  | (BIT(6) * PHYS_INPUT_BUTTON_USE(s)) \
193  | (BIT(7) * PHYS_INPUT_BUTTON_BACKWARD(s)) \
194  | (BIT(8) * PHYS_INPUT_BUTTON_FORWARD(s)) \
195  | (BIT(9) * PHYS_INPUT_BUTTON_LEFT(s)) \
196  | (BIT(10) * PHYS_INPUT_BUTTON_RIGHT(s)) \
197  )
198 
199 #define IS_JUMP_HELD(s) (!((s).flags & FL_JUMPRELEASED))
200 #define SET_JUMP_HELD(s) ((s).flags &= ~FL_JUMPRELEASED)
201 #define UNSET_JUMP_HELD(s) ((s).flags |= FL_JUMPRELEASED)
202 
203 #define WAS_ONGROUND(s) boolean((s).lastflags & FL_ONGROUND)
204 #define WAS_ONSLICK(s) boolean((s).lastflags & FL_ONSLICK)
205 
206 #define IS_DUCKED(s) (boolean((s).flags & FL_DUCKED))
207 #define SET_DUCKED(s) ((s).flags |= FL_DUCKED)
208 #define UNSET_DUCKED(s) ((s).flags &= ~FL_DUCKED)
209 
210 #define ITEMS_STAT(s) ((s).items)
211 
213 
214 #ifdef CSQC
215 
216  #define PHYS_FIXANGLE(s) ('0 0 0')
217 
218  string autocvar_cl_jumpspeedcap_min;
219  string autocvar_cl_jumpspeedcap_max;
220 
221  .float watertype;
222  .float waterlevel;
223  .int items;
224 
225  .vector movement;
226 
227  // angles of the player's view (as opposed to their model which uses `.vector angles;`) in degrees
228  // x is pitch: positive means down (unlike .angles)
229  // y is yaw: between -180 and 180, increases when turning left
230  // z is roll: positive means tilted clockwise, usually is 0
231  // when .fixangle is set, the player's view will change to the direction where the model is facing
232  // more info: https://gitlab.com/xonotic/xonotic-data.pk3dir/merge_requests/447#note_32816794
233  .vector v_angle;
234 
235  .entity hook;
236 
237 // TODO
238  #define IS_CLIENT(s) (((s).isplayermodel & ISPLAYER_CLIENT) || (s) == csqcplayer)
239  #define IS_PLAYER(s) ((s).isplayermodel & ISPLAYER_PLAYER)
240  #define IS_NOT_A_CLIENT(s) (!(s).isplayermodel && (s) != csqcplayer)
241  #define IS_DEAD(s) (((s).classname == "ENT_CLIENT_MODEL") ? (s).csqcmodel_isdead : (GetResource((s), RES_HEALTH) <= 0))
242 
243  //float player_multijump;
244  //float player_jumpheight;
245 
246  #define PHYS_INPUT_ANGLES(s) input_angles
247 // TODO
248  #define PHYS_WORLD_ANGLES(s) input_angles
249 
250  #define PHYS_INPUT_TIMELENGTH input_timelength
251  #define PHYS_INPUT_FRAMETIME serverdeltatime
252 
253  #define PHYS_INPUT_MOVEVALUES(s) input_movevalues
254  #define PHYS_CS(s) (s)
255 
256  #define PHYS_INPUT_BUTTON_BUTTON1(s) boolean(input_buttons & BIT(0))
257  #define PHYS_INPUT_BUTTON_BUTTON2(s) boolean(input_buttons & BIT(1))
258  #define PHYS_INPUT_BUTTON_BUTTON3(s) boolean(input_buttons & BIT(2))
259  #define PHYS_INPUT_BUTTON_BUTTON4(s) boolean(input_buttons & BIT(3))
260  #define PHYS_INPUT_BUTTON_BUTTON5(s) boolean(input_buttons & BIT(4))
261  #define PHYS_INPUT_BUTTON_BUTTON6(s) boolean(input_buttons & BIT(5))
262  #define PHYS_INPUT_BUTTON_BUTTON7(s) boolean(input_buttons & BIT(6))
263  #define PHYS_INPUT_BUTTON_BUTTON8(s) boolean(input_buttons & BIT(7))
264  #define PHYS_INPUT_BUTTON_BUTTON_USE(s) boolean(input_buttons & BIT(8))
265  #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) boolean(input_buttons & BIT(9))
266  #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) boolean(input_buttons & BIT(10))
267  #define PHYS_INPUT_BUTTON_BUTTON9(s) boolean(input_buttons & BIT(11))
268  #define PHYS_INPUT_BUTTON_BUTTON10(s) boolean(input_buttons & BIT(12))
269  #define PHYS_INPUT_BUTTON_BUTTON11(s) boolean(input_buttons & BIT(13))
270  #define PHYS_INPUT_BUTTON_BUTTON12(s) boolean(input_buttons & BIT(14))
271  #define PHYS_INPUT_BUTTON_BUTTON13(s) boolean(input_buttons & BIT(15))
272  #define PHYS_INPUT_BUTTON_BUTTON14(s) boolean(input_buttons & BIT(16))
273  #define PHYS_INPUT_BUTTON_BUTTON15(s) boolean(input_buttons & BIT(17))
274  #define PHYS_INPUT_BUTTON_BUTTON16(s) boolean(input_buttons & BIT(18))
275 
276  #define PHYS_INVEHICLE(s) (boolean(hud != HUD_NORMAL))
277 
278  #define PHYS_JUMPSPEEDCAP_MIN autocvar_cl_jumpspeedcap_min
279  #define PHYS_JUMPSPEEDCAP_MAX autocvar_cl_jumpspeedcap_max
280 
281  #define PHYS_CL_TRACK_CANJUMP(s) STAT(MOVEVARS_CL_TRACK_CANJUMP, s)
282 
283 #elif defined(SVQC)
284 
285  #define PHYS_FIXANGLE(s) ((s).fixangle)
286 
287  bool Physics_Valid(string thecvar);
288 
289  void Physics_UpdateStats(entity this);
290 
291  void PM_UpdateButtons(entity this, entity store);
292 
294  .string jumpspeedcap_min;
295  .string jumpspeedcap_max;
296 
297  // footstep interval
298  .float nextstep;
299 
300  #define PHYS_INPUT_ANGLES(s) ((s).v_angle)
301  #define PHYS_WORLD_ANGLES(s) ((s).angles)
302 
303  #define PHYS_INPUT_TIMELENGTH frametime
304  #define PHYS_INPUT_FRAMETIME sys_frametime
305 
306  #define PHYS_INPUT_MOVEVALUES(s) CS(s).movement
307  #define PHYS_CS(s) CS(s)
308 
309  #define PHYS_INPUT_BUTTON_BUTTON1(s) (CS(s).button0)
310  #define PHYS_INPUT_BUTTON_BUTTON2(s) (CS(s).button2)
311  #define PHYS_INPUT_BUTTON_BUTTON3(s) (CS(s).button3)
312  #define PHYS_INPUT_BUTTON_BUTTON4(s) (CS(s).button4)
313  #define PHYS_INPUT_BUTTON_BUTTON5(s) (CS(s).button5)
314  #define PHYS_INPUT_BUTTON_BUTTON6(s) (CS(s).button6)
315  #define PHYS_INPUT_BUTTON_BUTTON7(s) (CS(s).button7)
316  #define PHYS_INPUT_BUTTON_BUTTON8(s) (CS(s).button8)
317  #define PHYS_INPUT_BUTTON_BUTTON_USE(s) (CS(s).buttonuse)
318  #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) (CS(s).buttonchat)
319  #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) (CS(s).cursor_active)
320  #define PHYS_INPUT_BUTTON_BUTTON9(s) (CS(s).button9)
321  #define PHYS_INPUT_BUTTON_BUTTON10(s) (CS(s).button10)
322  #define PHYS_INPUT_BUTTON_BUTTON11(s) (CS(s).button11)
323  #define PHYS_INPUT_BUTTON_BUTTON12(s) (CS(s).button12)
324  #define PHYS_INPUT_BUTTON_BUTTON13(s) (CS(s).button13)
325  #define PHYS_INPUT_BUTTON_BUTTON14(s) (CS(s).button14)
326  #define PHYS_INPUT_BUTTON_BUTTON15(s) (CS(s).button15)
327  #define PHYS_INPUT_BUTTON_BUTTON16(s) (CS(s).button16)
328 
329  #define PHYS_INVEHICLE(s) (boolean((s).vehicle != NULL))
330 
331  #define PHYS_JUMPSPEEDCAP_MIN autocvar_sv_jumpspeedcap_min
332  #define PHYS_JUMPSPEEDCAP_MAX autocvar_sv_jumpspeedcap_max
333 
334  #define PHYS_CL_TRACK_CANJUMP(s) (CS_CVAR(s).cvar_cl_movement_track_canjump)
335 
336 #endif
337 
338 #ifdef SVQC
339 // FIXME/EXPLAINME: why? Mario: because
340 vector autocvar_sv_player_maxs = '16 16 45';
341 vector autocvar_sv_player_mins = '-16 -16 -24';
342 vector autocvar_sv_player_viewoffset = '0 0 35';
343 vector autocvar_sv_player_crouch_maxs = '16 16 25';
344 vector autocvar_sv_player_crouch_mins = '-16 -16 -24';
345 vector autocvar_sv_player_crouch_viewoffset = '0 0 20';
346 //vector autocvar_sv_player_headsize = '24 24 12';
347 #endif
348 
349 REGISTER_NET_C2S(setpause)
350 #ifdef CSQC
351 void unpause_update()
352 {
353  static bool waspaused;
354  bool ispaused = PHYS_INPUT_BUTTON_CHAT(this);
355  if (ispaused == waspaused) return;
356  waspaused = ispaused;
357  // if (!serverispaused) return; // TODO: find out somehow
358  if (ispaused) return; // ignore setting pause, server will get those presses anyway, but it won't get releases
359  int channel = MSG_C2S;
360  WriteHeader(channel, setpause);
361  WriteByte(channel, ispaused);
362 }
363 #endif
364 #ifdef SVQC
365 NET_HANDLE(setpause, bool)
366 {
367  bool ispaused = boolean(ReadByte());
368  PHYS_INPUT_BUTTON_CHAT(sender) = ispaused;
369  return true;
370 }
371 #endif
string lastclassname
Definition: player.qh:67
#define PHYS_INPUT_BUTTON_CHAT(s)
Definition: player.qh:155
REPLICATE_INIT(float, cvar_cl_autotaunt)
entity hook
Definition: hook.qh:19
float watertype
Definition: progsdefs.qc:182
float waterlevel
Definition: progsdefs.qc:181
#define REGISTER_NET_C2S(id)
Definition: net.qh:94
float swamp_slowdown
Definition: player.qh:59
float teleport_time
Definition: player.qh:212
vector movement_old
Definition: player.qh:65
entity() spawn
vector v_angle
Definition: progsdefs.qc:161
float lastground
Definition: player.qh:61
bool IsFlying(entity a)
Definition: player.qc:804
#define NET_HANDLE(id, param)
Definition: net.qh:12
float gravity
Definition: player.qh:58
bool wasFlying
Definition: player.qh:62
STATIC_INIT(g_clones)
Definition: player.qh:45
entity conveyor
Definition: player.qh:54
float race_penalty
Definition: player.qh:56
int buttons_old
Definition: player.qh:64
vector movement
void PM_UpdateButtons(entity this, entity store)
Definition: client.qc:2776
vector(float skel, float bonenum) _skel_get_boneabs_hidden
float AdjustAirAccelQW(float accelqw, float factor)
Definition: player.qc:213
float items
Definition: progsdefs.qc:145
float lastflags
Definition: player.qh:60
#define boolean(value)
Definition: bool.qh:9
vector v_angle_old
Definition: player.qh:66