fteqw/quakec/csqctest/src/common/playerphysics.qc

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float movement_time;
float movement_type;
vector movement_angles;
vector movement_velocity;
vector movement_origin;
vector movement_quantities;
float movement_buttons;
float movement_gravity;
float movement_maxspeed;
void() RunPlayerPhysics =
{
local vector vel;
local float speed;
makevectors(movement_angles);
vel = v_forward*movement_quantities_x +
v_right*movement_quantities_y +
v_up*movement_quantities_z;
vel = movement_velocity+vel*movement_time;
speed = vlen(vel);
if (speed > maxspeed)
vel = vel * (maxspeed/speed);
};