Note: This is done soley via modifying the engine itself. GSC was only used for Jump Sounds and spawing the weapons :p
I Implemented most of the quake 3 and hl2 movement functions and can toggle them with dvars.
The Quake 3 movement is based on CPM. That means alot of aircontrol :)
The client now has: Rocketjumping with real damage-direction knockback, Plasma Climbing, Slope and Ramp Jumping, CS movement with surf and an almost complete rewritten console ..
and stuff