Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
player.qh
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1#pragma once
2
3// Client/server mappings
4
5#ifdef CSQC
6 #include <client/csqcmodel_hooks.qh> // for .isplayermodel, .csqcmodel_isdead
7 #include <common/resources/cl_resources.qh> // for GetResource
8 #include <lib/csqcmodel/common.qh> // for ISPLAYER_CLIENT, ISPLAYER_PLAYER
9#endif
10
11#ifdef SVQC
12// TODO: get rid of this random dumb include!
13 #include <common/state.qh>
14
55#endif
56
57.entity conveyor;
58
60
61.float gravity;
66
71
72.float(entity,float) PlayerPhysplug;
73float AdjustAirAccelQW(float accelqw, float factor);
74
75bool IsFlying(entity a);
76
77#ifdef GAMEQC
78REPLICATE_INIT(string, cvar_cl_physics);
79REPLICATE_INIT(bool, cvar_cl_jetpack_jump);
80REPLICATE_INIT(bool, cvar_cl_movement_track_canjump);
81#endif
82
83#define PHYS_PL_MAX(s) STAT(PL_MAX, s)
84#define PHYS_PL_MIN(s) STAT(PL_MIN, s)
85#define PHYS_PL_CROUCH_MAX(s) STAT(PL_CROUCH_MAX, s)
86#define PHYS_PL_CROUCH_MIN(s) STAT(PL_CROUCH_MIN, s)
87
88#define PHYS_PL_VIEWOFS(s) STAT(PL_VIEW_OFS, s)
89#define PHYS_PL_CROUCH_VIEWOFS(s) STAT(PL_CROUCH_VIEW_OFS, s)
90
91#define PHYS_VIEWHEIGHT(s) STAT(VIEWHEIGHT, s)
92#define PHYS_HEALTH(s) STAT(HEALTH, s)
93
94#define PHYS_ACCELERATE(s) STAT(MOVEVARS_ACCELERATE, s)
95#define PHYS_AIRACCELERATE(s) STAT(MOVEVARS_AIRACCELERATE, s)
96#define PHYS_SLICKACCELERATE(s) STAT(MOVEVARS_SLICKACCELERATE, s)
97#define PHYS_AIRACCEL_QW(s) STAT(MOVEVARS_AIRACCEL_QW, s)
98#define PHYS_AIRACCEL_QW_STRETCHFACTOR(s) STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, s)
99#define PHYS_AIRACCEL_SIDEWAYS_FRICTION(s) STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, s)
100#define PHYS_AIRCONTROL(s) STAT(MOVEVARS_AIRCONTROL, s)
101#define PHYS_AIRCONTROL_FLAGS(s) STAT(MOVEVARS_AIRCONTROL_FLAGS, s)
102#define PHYS_AIRCONTROL_PENALTY(s) STAT(MOVEVARS_AIRCONTROL_PENALTY, s)
103#define PHYS_AIRCONTROL_POWER(s) STAT(MOVEVARS_AIRCONTROL_POWER, s)
104#define PHYS_AIRSPEEDLIMIT_NONQW(s) STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, s)
105#define PHYS_AIRSTOPACCELERATE(s) STAT(MOVEVARS_AIRSTOPACCELERATE, s)
106#define PHYS_AIRSTOPACCELERATE_FULL(s) STAT(MOVEVARS_AIRSTOPACCELERATE_FULL, s)
107#define PHYS_AIRSTRAFEACCELERATE(s) STAT(MOVEVARS_AIRSTRAFEACCELERATE, s)
108#define PHYS_AIRSTRAFEACCEL_QW(s) STAT(MOVEVARS_AIRSTRAFEACCEL_QW, s)
109
110#define PHYS_AMMO_FUEL(s) STAT(FUEL, s)
111
112#define PHYS_DODGING_FROZEN(s) STAT(DODGING_FROZEN, s)
113
114#define PHYS_FRICTION(s) STAT(MOVEVARS_FRICTION, s)
115#define PHYS_FRICTION_ONLAND(s) STAT(MOVEVARS_FRICTION_ONLAND, s)
116#define PHYS_FRICTION_SLICK(s) STAT(MOVEVARS_FRICTION_SLICK, s)
117
118#define PHYS_FROZEN(s) (STAT(FROZEN, s) || StatusEffects_active(STATUSEFFECT_Frozen, s))
119
120#define PHYS_HIGHSPEED(s) STAT(MOVEVARS_HIGHSPEED, s)
121
122#define PHYS_JETPACK_ACCEL_SIDE(s) STAT(JETPACK_ACCEL_SIDE, s)
123#define PHYS_JETPACK_ACCEL_UP(s) STAT(JETPACK_ACCEL_UP, s)
124#define PHYS_JETPACK_ANTIGRAVITY(s) STAT(JETPACK_ANTIGRAVITY, s)
125#define PHYS_JETPACK_FUEL(s) STAT(JETPACK_FUEL, s)
126#define PHYS_JETPACK_MAXSPEED_SIDE(s) STAT(JETPACK_MAXSPEED_SIDE, s)
127#define PHYS_JETPACK_MAXSPEED_UP(s) STAT(JETPACK_MAXSPEED_UP, s)
128#define PHYS_JETPACK_REVERSE_THRUST(s) STAT(JETPACK_REVERSE_THRUST, s)
129
130#define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, s)
131#define PHYS_JUMPSPEEDCAP_MIN(s) STAT(MOVEVARS_JUMPSPEEDCAP_MIN, s)
132#define PHYS_JUMPSPEEDCAP_MAX(s) STAT(MOVEVARS_JUMPSPEEDCAP_MAX, s)
133#define PHYS_JUMPVELOCITY(s) STAT(MOVEVARS_JUMPVELOCITY, s)
134#define PHYS_JUMPVELOCITY_CROUCH(s) STAT(MOVEVARS_JUMPVELOCITY_CROUCH, s)
135
136#define PHYS_MAXAIRSPEED(s) STAT(MOVEVARS_MAXAIRSPEED, s)
137#define PHYS_MAXAIRSTRAFESPEED(s) STAT(MOVEVARS_MAXAIRSTRAFESPEED, s)
138#define PHYS_MAXSPEED(s) STAT(MOVEVARS_MAXSPEED, s)
139
140#define PHYS_STOPSPEED(s) STAT(MOVEVARS_STOPSPEED, s)
141
142#define PHYS_TRACK_CANJUMP(s) STAT(MOVEVARS_TRACK_CANJUMP, s)
143
144#define PHYS_WARSOWBUNNY_ACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_ACCEL, s)
145#define PHYS_WARSOWBUNNY_AIRFORWARDACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, s)
146#define PHYS_WARSOWBUNNY_BACKTOSIDERATIO(s) STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, s)
147#define PHYS_WARSOWBUNNY_TOPSPEED(s) STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, s)
148#define PHYS_WARSOWBUNNY_TURNACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, s)
149
150#define PHYS_SLICK_APPLYGRAVITY(s) STAT(SLICK_APPLYGRAVITY)
151
152#define PHYS_INPUT_BUTTON_ATCK(s) PHYS_INPUT_BUTTON_BUTTON1(s)
153#define PHYS_INPUT_BUTTON_JUMP(s) PHYS_INPUT_BUTTON_BUTTON2(s)
154#define PHYS_INPUT_BUTTON_ATCK2(s) PHYS_INPUT_BUTTON_BUTTON3(s)
155#define PHYS_INPUT_BUTTON_ZOOM(s) PHYS_INPUT_BUTTON_BUTTON4(s)
156#define PHYS_INPUT_BUTTON_CROUCH(s) PHYS_INPUT_BUTTON_BUTTON5(s)
157#define PHYS_INPUT_BUTTON_HOOK(s) PHYS_INPUT_BUTTON_BUTTON6(s)
158#define PHYS_INPUT_BUTTON_INFO(s) PHYS_INPUT_BUTTON_BUTTON7(s) // button7 is FREE
159#define PHYS_INPUT_BUTTON_DRAG(s) PHYS_INPUT_BUTTON_BUTTON8(s)
160#define PHYS_INPUT_BUTTON_USE(s) PHYS_INPUT_BUTTON_BUTTON_USE(s)
161#define PHYS_INPUT_BUTTON_CHAT(s) PHYS_INPUT_BUTTON_BUTTON_CHAT(s)
162#define PHYS_INPUT_BUTTON_PRYDON(s) PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)
163#define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s) PHYS_INPUT_BUTTON_BUTTON9(s)
164#define PHYS_INPUT_BUTTON_JETPACK(s) PHYS_INPUT_BUTTON_BUTTON10(s)
165#define PHYS_INPUT_BUTTON_DODGE(s) PHYS_INPUT_BUTTON_BUTTON11(s)
166#define PHYS_INPUT_BUTTON_MINIGAME(s) PHYS_INPUT_BUTTON_BUTTON12(s)
167
168#ifdef CSQC
169STATIC_INIT(PHYS_INPUT_BUTTON)
170{
171 localcmd("alias +hook +button6\n");
172 localcmd("alias -hook -button6\n");
173
174 localcmd("alias +jetpack +button10\n");
175 localcmd("alias -jetpack -button10\n");
176
177 localcmd("alias +dodge +button11\n");
178 localcmd("alias -dodge -button11\n");
179}
180#endif
181
182// if more buttons are needed, start using impulse bits as buttons
183
184#define PHYS_INPUT_BUTTON_BACKWARD(s) (PHYS_INPUT_MOVEVALUES(s).x < 0)
185#define PHYS_INPUT_BUTTON_FORWARD(s) (PHYS_INPUT_MOVEVALUES(s).x > 0)
186#define PHYS_INPUT_BUTTON_LEFT(s) (PHYS_INPUT_MOVEVALUES(s).y < 0)
187#define PHYS_INPUT_BUTTON_RIGHT(s) (PHYS_INPUT_MOVEVALUES(s).y > 0)
188
189// used for special commands and idle checking, not from the engine
190// TODO: cache
191#define PHYS_INPUT_BUTTON_MASK(s) ( \
192 (BIT(0) * PHYS_INPUT_BUTTON_ATCK(s)) \
193 | (BIT(1) * PHYS_INPUT_BUTTON_JUMP(s)) \
194 | (BIT(2) * PHYS_INPUT_BUTTON_ATCK2(s)) \
195 | (BIT(3) * PHYS_INPUT_BUTTON_ZOOM(s)) \
196 | (BIT(4) * PHYS_INPUT_BUTTON_CROUCH(s)) \
197 | (BIT(5) * PHYS_INPUT_BUTTON_HOOK(s)) \
198 | (BIT(6) * PHYS_INPUT_BUTTON_USE(s)) \
199 | (BIT(7) * PHYS_INPUT_BUTTON_BACKWARD(s)) \
200 | (BIT(8) * PHYS_INPUT_BUTTON_FORWARD(s)) \
201 | (BIT(9) * PHYS_INPUT_BUTTON_LEFT(s)) \
202 | (BIT(10) * PHYS_INPUT_BUTTON_RIGHT(s)) \
203 )
204
205#define IS_JUMP_HELD(s) (!((s).flags & FL_JUMPRELEASED))
206#define SET_JUMP_HELD(s) ((s).flags &= ~FL_JUMPRELEASED)
207#define UNSET_JUMP_HELD(s) ((s).flags |= FL_JUMPRELEASED)
208
209#define WAS_ONGROUND(s) boolean((s).lastflags & FL_ONGROUND)
210#define WAS_ONSLICK(s) boolean((s).lastflags & FL_ONSLICK)
211
212#define IS_DUCKED(s) (boolean((s).flags & FL_DUCKED))
213#define SET_DUCKED(s) ((s).flags |= FL_DUCKED)
214#define UNSET_DUCKED(s) ((s).flags &= ~FL_DUCKED)
215
216#define ITEMS_STAT(s) ((s).items)
217
219
220#ifdef CSQC
221
222 #define PHYS_FIXANGLE(s) ('0 0 0')
223
224 .float watertype;
226 .int items;
227
228 .vector movement;
229
230 // angles of the player's view (as opposed to their model which uses `.vector angles;`) in degrees
231 // x is pitch: positive means down (unlike .angles)
232 // y is yaw: between -180 and 180, increases when turning left
233 // z is roll: positive means tilted clockwise, usually is 0
234 // when .fixangle is set, the player's view will change to the direction where the model is facing
235 // more info: https://gitlab.com/xonotic/xonotic-data.pk3dir/merge_requests/447#note_32816794
236 .vector v_angle;
237
238 .entity hook;
239
240// TODO
241 #define IS_CLIENT(s) (((s).isplayermodel & ISPLAYER_CLIENT) || (s) == csqcplayer)
242 #define IS_PLAYER(s) ((s).isplayermodel & ISPLAYER_PLAYER)
243 #define IS_NOT_A_CLIENT(s) (!(s).isplayermodel && (s) != csqcplayer)
244 #define IS_DEAD(s) (((s).classname == "ENT_CLIENT_MODEL") ? (s).csqcmodel_isdead : (GetResource((s), RES_HEALTH) <= 0))
245
246 //float player_multijump;
247 //float player_jumpheight;
248
249 #define PHYS_INPUT_ANGLES(s) input_angles
250// TODO
251 #define PHYS_WORLD_ANGLES(s) input_angles
252
253 #define PHYS_INPUT_TIMELENGTH input_timelength
254 #define PHYS_INPUT_FRAMETIME serverdeltatime
255
256 #define PHYS_INPUT_MOVEVALUES(s) input_movevalues
257 #define PHYS_CS(s) (s)
258
259 #define PHYS_INPUT_BUTTON_BUTTON1(s) boolean(input_buttons & BIT(0))
260 #define PHYS_INPUT_BUTTON_BUTTON2(s) boolean(input_buttons & BIT(1))
261 #define PHYS_INPUT_BUTTON_BUTTON3(s) boolean(input_buttons & BIT(2))
262 #define PHYS_INPUT_BUTTON_BUTTON4(s) boolean(input_buttons & BIT(3))
263 #define PHYS_INPUT_BUTTON_BUTTON5(s) boolean(input_buttons & BIT(4))
264 #define PHYS_INPUT_BUTTON_BUTTON6(s) boolean(input_buttons & BIT(5))
265 #define PHYS_INPUT_BUTTON_BUTTON7(s) boolean(input_buttons & BIT(6))
266 #define PHYS_INPUT_BUTTON_BUTTON8(s) boolean(input_buttons & BIT(7))
267 #define PHYS_INPUT_BUTTON_BUTTON_USE(s) boolean(input_buttons & BIT(8))
268 #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) boolean(input_buttons & BIT(9))
269 #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) boolean(input_buttons & BIT(10))
270 #define PHYS_INPUT_BUTTON_BUTTON9(s) boolean(input_buttons & BIT(11))
271 #define PHYS_INPUT_BUTTON_BUTTON10(s) boolean(input_buttons & BIT(12))
272 #define PHYS_INPUT_BUTTON_BUTTON11(s) boolean(input_buttons & BIT(13))
273 #define PHYS_INPUT_BUTTON_BUTTON12(s) boolean(input_buttons & BIT(14))
274 #define PHYS_INPUT_BUTTON_BUTTON13(s) boolean(input_buttons & BIT(15))
275 #define PHYS_INPUT_BUTTON_BUTTON14(s) boolean(input_buttons & BIT(16))
276 #define PHYS_INPUT_BUTTON_BUTTON15(s) boolean(input_buttons & BIT(17))
277 #define PHYS_INPUT_BUTTON_BUTTON16(s) boolean(input_buttons & BIT(18))
278
279 #define PHYS_INVEHICLE(s) (boolean(hud != HUD_NORMAL))
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
293 // footstep interval
294 .float nextstep;
295
296 #define PHYS_INPUT_ANGLES(s) ((s).v_angle)
297 #define PHYS_WORLD_ANGLES(s) ((s).angles)
298
299 #define PHYS_INPUT_TIMELENGTH frametime
300 #define PHYS_INPUT_FRAMETIME sys_frametime
301
302 #define PHYS_INPUT_MOVEVALUES(s) CS(s).movement
303 #define PHYS_CS(s) CS(s)
304
305 #define PHYS_INPUT_BUTTON_BUTTON1(s) (CS(s).button0)
306 #define PHYS_INPUT_BUTTON_BUTTON2(s) (CS(s).button2)
307 #define PHYS_INPUT_BUTTON_BUTTON3(s) (CS(s).button3)
308 #define PHYS_INPUT_BUTTON_BUTTON4(s) (CS(s).button4)
309 #define PHYS_INPUT_BUTTON_BUTTON5(s) (CS(s).button5)
310 #define PHYS_INPUT_BUTTON_BUTTON6(s) (CS(s).button6)
311 #define PHYS_INPUT_BUTTON_BUTTON7(s) (CS(s).button7)
312 #define PHYS_INPUT_BUTTON_BUTTON8(s) (CS(s).button8)
313 #define PHYS_INPUT_BUTTON_BUTTON_USE(s) (CS(s).buttonuse)
314 #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) (CS(s).buttonchat)
315 #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) (CS(s).cursor_active)
316 #define PHYS_INPUT_BUTTON_BUTTON9(s) (CS(s).button9)
317 #define PHYS_INPUT_BUTTON_BUTTON10(s) (CS(s).button10)
318 #define PHYS_INPUT_BUTTON_BUTTON11(s) (CS(s).button11)
319 #define PHYS_INPUT_BUTTON_BUTTON12(s) (CS(s).button12)
320 #define PHYS_INPUT_BUTTON_BUTTON13(s) (CS(s).button13)
321 #define PHYS_INPUT_BUTTON_BUTTON14(s) (CS(s).button14)
322 #define PHYS_INPUT_BUTTON_BUTTON15(s) (CS(s).button15)
323 #define PHYS_INPUT_BUTTON_BUTTON16(s) (CS(s).button16)
324
325 #define PHYS_INVEHICLE(s) (boolean((s).vehicle != NULL))
326
327 #define PHYS_CL_TRACK_CANJUMP(s) (CS_CVAR(s).cvar_cl_movement_track_canjump)
328
329#endif
330
331#define PHYS_FRICTION_REPLICA_DT 0.00390625
332
333#ifdef SVQC
334// FIXME/EXPLAINME: why? Mario: because
341//vector autocvar_sv_player_headsize = '24 24 12';
342#endif
343
344REGISTER_NET_C2S(setpause)
345#ifdef CSQC
347{
348 static bool waspaused;
349 bool ispaused = PHYS_INPUT_BUTTON_CHAT(this);
350 if (ispaused == waspaused) return;
351 waspaused = ispaused;
352 // if (!serverispaused) return; // TODO: find out somehow
353 if (ispaused) return; // ignore setting pause, server will get those presses anyway, but it won't get releases
354 int channel = MSG_C2S;
355 WriteHeader(channel, setpause);
356 WriteByte(channel, ispaused);
357}
358#endif
359#ifdef SVQC
360NET_HANDLE(setpause, bool)
361{
362 bool ispaused = boolean(ReadByte());
363 PHYS_INPUT_BUTTON_CHAT(sender) = ispaused;
364 return true;
365}
366#endif
367
368// used elsewhere, like in strafehud
369float GeomLerp(float, float, float);
#define boolean(value)
Definition bool.qh:9
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
Header file that describes the resource system.
float gravity
Definition items.qh:17
bool Physics_Valid(string thecvar)
Definition player.qc:18
void Physics_UpdateStats(entity this)
Definition player.qc:44
vector autocvar_sv_player_crouch_viewoffset
Definition player.qh:340
float autocvar_sv_airstrafeaccel_qw
Definition player.qh:16
float autocvar_sv_warsowbunny_airforwardaccel
Definition player.qh:27
int items
Definition player.qh:226
bool autocvar_g_footsteps
Definition player.qh:54
float race_penalty
Definition player.qh:59
entity hook
Definition player.qh:238
vector autocvar_sv_player_viewoffset
Definition player.qh:337
bool autocvar_g_jump_grunt
Definition player.qh:41
float autocvar_sv_jumpvelocity
Definition player.qh:50
vector movement
Definition player.qh:228
vector autocvar_sv_player_crouch_mins
Definition player.qh:339
vector autocvar_sv_player_maxs
Definition player.qh:335
string lastclassname
Definition player.qh:70
float autocvar_sv_warsowbunny_turnaccel
Definition player.qh:21
float autocvar_sv_friction
Definition player.qh:31
string autocvar_g_physics_clientselect_options
Definition player.qh:39
vector v_angle_old
Definition player.qh:69
float autocvar_g_maxspeed
Definition player.qh:43
int buttons_old
Definition player.qh:67
int lastflags
Definition player.qh:63
bool IsFlying(entity a)
Definition player.qc:845
float autocvar_sv_jumpspeedcap_min
Definition player.qh:49
vector movement_old
Definition player.qh:68
float autocvar_sv_airaccelerate
Definition player.qh:34
#define PHYS_INPUT_BUTTON_CHAT(s)
Definition player.qh:161
float autocvar_sv_accelerate
Definition player.qh:32
vector v_angle
Definition player.qh:236
float autocvar_sv_maxspeed
Definition player.qh:53
float autocvar_sv_warsowbunny_accel
Definition player.qh:29
float teleport_time
Definition player.qh:218
bool autocvar_sv_jumpspeedcap_max_disable_on_ramps
Definition player.qh:48
float autocvar_sv_airaccel_qw_stretchfactor
Definition player.qh:18
float autocvar_sv_airstopaccelerate
Definition player.qh:36
float watertype
Definition player.qh:224
float waterlevel
Definition player.qh:225
float autocvar_sv_aircontrol_penalty
Definition player.qh:26
float autocvar_sv_warsowbunny_topspeed
Definition player.qh:28
bool wasFlying
Definition player.qh:65
bool autocvar_g_physics_clientselect
Definition player.qh:42
float autocvar_sv_airspeedlimit_nonqw
Definition player.qh:17
vector autocvar_sv_player_crouch_maxs
Definition player.qh:338
bool autocvar_speedmeter
Definition player.qh:46
float autocvar_sv_maxairstrafespeed
Definition player.qh:19
bool autocvar_sv_airstopaccelerate_full
Definition player.qh:37
int autocvar_sv_aircontrol_flags
Definition player.qh:24
float autocvar_sv_aircontrol_power
Definition player.qh:25
float lastground
Definition player.qh:64
float AdjustAirAccelQW(float accelqw, float factor)
Definition player.qc:270
float autocvar_sv_slickaccelerate
Definition player.qh:35
float autocvar_sv_warsowbunny_backtosideratio
Definition player.qh:30
float autocvar_sv_airstrafeaccelerate
Definition player.qh:20
vector autocvar_sv_player_mins
Definition player.qh:336
float GeomLerp(float, float, float)
Definition player.qc:163
string autocvar_g_physics_clientselect_default
Definition player.qh:40
float autocvar_sv_track_canjump
Definition player.qh:38
float autocvar_sv_airaccel_qw
Definition player.qh:15
float autocvar_sv_maxairspeed
Definition player.qh:52
float autocvar_sv_jumpspeedcap_max
Definition player.qh:47
float autocvar_g_movement_highspeed
Definition player.qh:44
void unpause_update()
Definition player.qh:346
float autocvar_sv_airaccel_sideways_friction
Definition player.qh:22
float autocvar_sv_jumpvelocity_crouch
Definition player.qh:51
entity conveyor
Definition player.qh:57
bool autocvar_g_movement_highspeed_q3_compat
Definition player.qh:45
float autocvar_sv_aircontrol
Definition player.qh:23
float autocvar_sv_stopspeed
Definition player.qh:33
const int MSG_C2S
Definition net.qh:199
#define NET_HANDLE(id, param)
Definition net.qh:15
#define WriteHeader(to, id)
Definition net.qh:221
#define REGISTER_NET_C2S(id)
Definition net.qh:88
int ReadByte()
#define REPLICATE_INIT(type, name)
Definition replicate.qh:7
void localcmd(string command,...)
void WriteByte(float data, float dest, float desto)
vector
Definition self.qh:92
void PM_UpdateButtons(entity this, entity store)
Definition client.qc:3056
#define STATIC_INIT(func)
during worldspawn
Definition static.qh:32
float swamp_slowdown
Definition swamp.qh:10