17 float idlesince =
CS(
this).parm_idlesince;
18 CS(
this).parm_idlesince =
time;
21 if (this.PlayerPhysplug && this.PlayerPhysplug(
this, dt))
23 CS(
this).parm_idlesince = idlesince;
37 CS(
this).parm_idlesince =
time;
71 if (!
STAT(SPECTATORSPEED,
this))
72 STAT(SPECTATORSPEED,
this) = maxspeed_mod;
85 STAT(SPECTATORSPEED,
this) + 0.5,
89 STAT(SPECTATORSPEED,
this) = maxspeed_mod;
96 STAT(SPECTATORSPEED,
this) - 0.5,
100 STAT(SPECTATORSPEED,
this) = 1 + 0.5 * (
CS(
this).impulse - 1);
102 CS(
this).impulse = 0;
109 if (this.
speed != spd)
112 string temps =
ftos(spd);
void anticheat_physics(entity this)
void bot_think(entity this)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void PM_ClientMovement_UpdateStatus(entity this)
void PM_check_punch(entity this, float dt)
void Physics_UpdateStats(entity this)
bool PM_check_specialcommand(entity this, int buttons)
string autocvar_sv_jumpspeedcap_max
#define PHYS_INPUT_BUTTON_CHAT(s)
#define PHYS_MAXAIRSPEED(s)
string autocvar_sv_jumpspeedcap_min
#define PHYS_INPUT_BUTTON_MASK(s)
float disableclientprediction
#define subscribe(listener, T, fn)
void set_movetype(entity this, int mt)
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
#define new_pure(class)
purely logical entities (not linked to the area grid)
void WarpZone_PlayerPhysics_FixVAngle(entity this)
ClientState CS(Client this)
#define STATIC_INIT(func)
during worldspawn
bool sys_phys_override(entity this, float dt)
float autocvar_sv_spectator_speed_multiplier_max
void sys_phys_monitor(entity this, float dt)
void sys_phys_land(entity this)
void sys_phys_ai(entity this)
void sys_phys_spectator_control(entity this)
void sys_phys_pregame_hold(entity this)
void sys_phys_fixspeed(entity this, float maxspeed_mod)
float autocvar_sv_spectator_speed_multiplier
void sys_phys_fix(entity this, float dt)
float autocvar_sv_spectator_speed_multiplier_min
#define IS_BOT_CLIENT(v)
want: (IS_CLIENT(v) && !IS_REAL_CLIENT(v))