Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
physics.qh File Reference
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Functions

void sys_phys_ai (entity this)
void sys_phys_fix (entity this, float dt)
void sys_phys_fixspeed (entity this, float maxspeed_mod)
void sys_phys_monitor (entity this, float dt)
bool sys_phys_override (entity this, float dt)
void sys_phys_pregame_hold (entity this)
void sys_phys_spectator_control (entity this)
 SYSTEM (phys, 32, 10)

Function Documentation

◆ sys_phys_ai()

void sys_phys_ai ( entity this)

Definition at line 21 of file cl_physics.qc.

21{}

References bot_think(), entity(), and IS_BOT_CLIENT.

Referenced by sys_phys_update().

◆ sys_phys_fix()

void sys_phys_fix ( entity this,
float dt )

Definition at line 3 of file cl_physics.qc.

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}
int team
Definition main.qh:188
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
#define STAT(...)
Definition stats.qh:82
int myteam
Definition teams.qh:60

References entity(), items, movement, myteam, PHYS_INPUT_BUTTON_JUMP, PHYS_INPUT_MOVEVALUES, Physics_UpdateStats(), PM_ClientMovement_UpdateStatus(), STAT, team, UNSET_JUMP_HELD, and WarpZone_PlayerPhysics_FixVAngle().

Referenced by sys_phys_update().

◆ sys_phys_fixspeed()

void sys_phys_fixspeed ( entity this,
float maxspeed_mod )

◆ sys_phys_monitor()

◆ sys_phys_override()

bool sys_phys_override ( entity this,
float dt )

Definition at line 13 of file cl_physics.qc.

14{
15 // no vehicle prediction
16 return hud != HUD_NORMAL;
17}
int hud
Definition main.qh:173
const int HUD_NORMAL
Definition constants.qh:47

References CS(), entity(), hud, HUD_NORMAL, PHYS_INPUT_BUTTON_MASK, PM_check_specialcommand(), and time.

Referenced by sys_phys_update().

◆ sys_phys_pregame_hold()

void sys_phys_pregame_hold ( entity this)

◆ sys_phys_spectator_control()

◆ SYSTEM()

SYSTEM ( phys ,
32 ,
10  )

References entity().