game/server/server_player.c
/*	Called per-frame to handle player movement for each client.
*/
Called per-frame to handle player movement for each client.
Called per - frame to handle player movement for each client .
void Player_MoveThink(ServerEntity_t *ePlayer)
{
#if 0
	vec3_t	vViewAngle;
	float	fLength,*fPlayerAngles;
	if(ePlayer->v.movetype == MOVETYPE_NONE)
		return;
	fLength = Math_VectorNormalize(ePlayer->v.punchangle);
	fLength -= 10*(float)Engine.Server_GetFrameTime();
	if(fLength < 0)
		fLength = 0;
	Math_VectorScale(ePlayer->v.punchangle,fLength,ePlayer->v.punchangle);
	if(!ePlayer->v.iHealth)
		return;
#ifdef IMPLEMENT_ME
	cmd = host_client->cmd;
#endif
	fPlayerAngles = ePlayer->v.angles;
	Math_VectorAdd(ePlayer->v.v_angle,ePlayer->v.punchangle,vViewAngle);
#endif
}
void Player_MoveThink ( ServerEntity_t * ePlayer ) { #if 0 vec3_t vViewAngle ; float fLength , * fPlayerAngles ; if ( ePlayer -> v . movetype == MOVETYPE_NONE ) return ; fLength = Math_VectorNormalize ( ePlayer -> v . punchangle ) ; fLength -= 10 * ( float ) Engine . Server_GetFrameTime ( ) ; if ( fLength < 0 ) fLength = 0 ; Math_VectorScale ( ePlayer -> v . punchangle , fLength , ePlayer -> v . punchangle ) ; if ( ! ePlayer -> v . iHealth ) return ; #ifdef IMPLEMENT_ME cmd = host_client -> cmd ; #endif fPlayerAngles = ePlayer -> v . angles ; Math_VectorAdd ( ePlayer -> v . v_angle , ePlayer -> v . punchangle , vViewAngle ) ; #endif }
Called per-frame to handle player movement for each client.
Called per - frame to handle player movement for each client .
// If dead, behave differently