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https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 03:51:12 +00:00
whitespace and convert SV_Physics_Client to using switch
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8afe673da1
commit
64fa70d359
1 changed files with 44 additions and 21 deletions
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@ -65,6 +65,7 @@ void() CL_KeyMove = // CL_BaseMove + CL_AdjustAngles
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{
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local float anglespeed;
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local vector view;
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if (self.keys != self.oldkeys) {
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self.movevect = '0 0 0';
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self.movevect_y = self.movevect_y + (350 * CL_KeyState(KEY_MOVERIGHT));
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@ -136,7 +137,7 @@ void() SV_UserFriction =
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local vector vel, start, stop;
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local float sped, friction, newspeed;
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vel = self.velocity;
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vel = self.velocity;
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vel_z =0;
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sped = vlen(vel);
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vel = self.velocity;
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@ -156,8 +157,8 @@ void() SV_UserFriction =
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if (trace_fraction == 1)
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friction = sv_friction * 2; // 2 is default edgefriction, removed for QW compatability
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else
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friction = sv_friction;
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if (sped < sv_stopspeed)
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friction = sv_friction;
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if (sped < sv_stopspeed)
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newspeed = sped - real_frametime * sv_stopspeed * friction;
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else
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newspeed = sped - real_frametime * sped * friction;
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@ -169,6 +170,7 @@ void() SV_UserFriction =
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self.velocity_y = vel_y * newspeed;
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self.velocity_x = vel_x * newspeed;
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};
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void() SV_WaterJump =
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{
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if (time > self.teleport_time || !self.waterlevel) {
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@ -182,6 +184,7 @@ void() SV_WaterJump =
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void() DropPunchAngle =
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{
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local float len;
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len = vlen(self.punchangle);
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self.punchangle = normalize(self.punchangle);
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len = len - 10 * real_frametime;
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@ -190,7 +193,6 @@ void() DropPunchAngle =
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self.punchangle = self.punchangle * len;
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};
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void(vector wishvel) SV_AirAccelerate =
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{
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local float addspeed, wishspd, accelspeed, currentspeed;
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@ -227,10 +229,12 @@ void(vector wishvel) SV_Accelerate =
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self.velocity = self.velocity + accelspeed * wishvel;
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};
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void() SV_WaterMove =
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{
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local vector wishvel;
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local float wishspeed, addspeed, cspeed, newspeed;
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makevectors(self.v_angle);
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wishvel = v_right * self.movevect_y + v_forward * self.movevect_x;
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@ -250,7 +254,7 @@ void() SV_WaterMove =
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newspeed = cspeed - (real_frametime * cspeed * sv_friction);
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if (newspeed < 0)
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newspeed = 0;
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self.velocity = self.velocity * (newspeed / cspeed);
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self.velocity = self.velocity * (newspeed / cspeed);
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} else
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newspeed = 0;
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@ -266,6 +270,7 @@ void() SV_WaterMove =
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cspeed = addspeed;
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self.velocity = self.velocity + cspeed * wishvel;
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};
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void() SV_AirMove =
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{
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local vector wishvel, vangle;
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@ -282,8 +287,8 @@ void() SV_AirMove =
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wishvel_z = self.movevect_z;
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else
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wishvel_z = 0;
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if (vlen(wishvel) > sv_maxspeed)
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wishvel = normalize(wishvel) * sv_maxspeed;
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if (vlen(wishvel) > sv_maxspeed)
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wishvel = normalize(wishvel) * sv_maxspeed;
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if (self.movetype == MOVETYPE_NOCLIP)
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self.velocity = wishvel;
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else if (self.flags & FL_ONGROUND) {
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@ -323,6 +328,7 @@ void() SV_ClientThink =
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SV_AirMove();
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};
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/*
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=========================================
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@ -334,6 +340,7 @@ Stuff mimicking sv_phys.c
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float() SV_RunThink =
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{
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local float thinktime, bkuptime;
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thinktime = self.nextthink;
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bkuptime = time;
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if (thinktime <= 0 || thinktime > (time + real_frametime))
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@ -381,9 +388,11 @@ float() SV_CheckWater =
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return (self.waterlevel > 1) ? 1.0 : 0.0;
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};
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void() RemoveThud = // well sometimes
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{
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local entity oself;
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if (other == NIL) {
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if (self.flags & FL_ONGROUND) {
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self.flags = self.flags - FL_ONGROUND;
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@ -407,11 +416,13 @@ void() RemoveThud = // well sometimes
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}
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};
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void() SV_CheckOnGround =
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{
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local vector org, v;
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org = self.origin;
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local float currentflags;
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org = self.origin;
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currentflags = self.flags;
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self.flags = self.flags | FL_ONGROUND | FL_PARTIALGROUND;
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walkmove(0,0); // perform C touch function
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@ -435,12 +446,14 @@ void() SV_CheckOnGround =
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self.flags = self.flags - FL_ONGROUND;
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setorigin(self, org);
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};
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// Thanks to Alan Kivlin for this function
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// modified heavily by me
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float(vector dir) botCheckForStep =
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{
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local vector currentorigin, v;
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local float currentflags, yaw, stepdistance, movedistance;
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currentorigin = self.origin;
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currentflags = self.flags;
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self.flags = FL_ONGROUND | FL_PARTIALGROUND;
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@ -463,6 +476,7 @@ float(vector dir) botCheckForStep =
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setorigin(self, currentorigin);
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return 0;
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};
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// this is merely here to fix a problem with e3m5
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void(vector dir) BruteForceStep =
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{
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@ -544,9 +558,9 @@ void() PostPhysics =
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self.dmg_take = self.dmg_save = 0;
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};
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// Avoid calling BotAI and the physics at the same time
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// Can trip the runaway loop counter
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void() SV_FlyMove =
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{
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// This is nothing like the Quake function.
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@ -577,7 +591,6 @@ void() SV_FlyMove =
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self.phys_obj.nextthink = time;
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};
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void() SV_Physics_Toss =
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{
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if (!SV_RunThink())
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@ -593,39 +606,49 @@ void() SV_Physics_Toss =
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SV_FlyMove();
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};
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void() SV_Physics_Client =
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{
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PlayerPreThink();
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if (self.movetype == MOVETYPE_NONE) {
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switch (self.movetype) {
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case MOVETYPE_NONE:
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if (!SV_RunThink())
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return;
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PlayerPostThink();
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BotAI();
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break;
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} else if ((self.movetype == MOVETYPE_WALK) || (self.movetype == MOVETYPE_STEP)) {
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case MOVETYPE_WALK:
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case MOVETYPE_STEP:
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if (!SV_RunThink())
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return;
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if (!(SV_CheckWater()) && (!(self.flags & FL_WATERJUMP)))
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if (!(SV_CheckWater()) && (!(self.flags & FL_WATERJUMP)))
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SV_AddGravity(1);
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SV_FlyMove();
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} else if ((self.movetype == MOVETYPE_TOSS) || (self.movetype == MOVETYPE_BOUNCE)) {
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break;
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case MOVETYPE_TOSS:
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case MOVETYPE_BOUNCE:
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SV_Physics_Toss();
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} else if (self.movetype == MOVETYPE_FLY) {
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break;
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case MOVETYPE_FLY:
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if (!SV_RunThink())
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return;
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SV_FlyMove();
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} else if (self.movetype == MOVETYPE_NOCLIP) {
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break;
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case MOVETYPE_NOCLIP:
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if (!SV_RunThink())
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return;
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self.origin = self.origin + real_frametime * self.velocity;
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PlayerPostThink();
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BotAI();
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} else
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break;
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default:
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error ("SV_Physics_Client: Bad Movetype (BOT)");
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break;
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}
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};
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