Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
cl_physics.qc
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1#include "physics.qh"
2
3void sys_phys_fix(entity this, float dt)
4{
5 this.team = myteam + 1; // is this correct?
7 this.items = STAT(ITEMS, this);
8 if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
9 UNSET_JUMP_HELD(this); // canjump = true
11}
12
13bool sys_phys_override(entity this, float dt)
14{
15 // no vehicle prediction
16 return hud != HUD_NORMAL;
17}
18
19void sys_phys_monitor(entity this, float dt) {}
20
21void sys_phys_ai(entity this) {}
22
24
26
27void sys_phys_fixspeed(entity this, float maxspeed_mod) {}
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
bool sys_phys_override(entity this, float dt)
Definition cl_physics.qc:13
void sys_phys_monitor(entity this, float dt)
Definition cl_physics.qc:19
void sys_phys_ai(entity this)
Definition cl_physics.qc:21
void sys_phys_spectator_control(entity this)
Definition cl_physics.qc:25
void sys_phys_pregame_hold(entity this)
Definition cl_physics.qc:23
void sys_phys_fixspeed(entity this, float maxspeed_mod)
Definition cl_physics.qc:27
void sys_phys_fix(entity this, float dt)
Definition cl_physics.qc:3
int team
Definition main.qh:188
int hud
Definition main.qh:173
void PM_ClientMovement_UpdateStatus(entity this)
Definition player.qc:161
int items
Definition player.qh:227
vector movement
Definition player.qh:229
#define PHYS_INPUT_BUTTON_JUMP(s)
Definition player.qh:151
#define UNSET_JUMP_HELD(s)
Definition player.qh:205
#define PHYS_INPUT_MOVEVALUES(s)
Definition player.qh:257
const int HUD_NORMAL
Definition constants.qh:47
#define STAT(...)
Definition stats.qh:82
int myteam
Definition teams.qh:60