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Mantis 0000972:
- Removed check for the player's view angle -- the skulk will now stick no matter which direction the player is looking. - Reversed the wallwalk toggle: Press duck to grab on to the wall. Use toggleduck to reverse. Mantis 0001048: - The skulk now either 1) jumps in the direction the movement keys are pressed (forward, backward, strafe, combinations) or 2) forward if none are pressed. git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@135 67975925-1194-0748-b3d5-c16f83f1a3a1
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1 changed files with 15 additions and 7 deletions
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@ -1422,7 +1422,7 @@ void NS_UpdateWallsticking()
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if (pmove->waterjumptime < 0)
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pmove->waterjumptime = 0;
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if(!(pmove->cmd.buttons & IN_DUCK) && !(pmove->oldbuttons & IN_JUMP) && (pmove->waterlevel < 2)) //&& ((pmove->onground != -1) || (pmove->numtouch > 0)))
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if((pmove->cmd.buttons & IN_DUCK) && !(pmove->oldbuttons & IN_JUMP) && (pmove->waterlevel < 2))
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// if(!(pmove->cmd.buttons & IN_DUCK)) //&& ((pmove->onground != -1) || (pmove->numtouch > 0)))
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// :tankefugl
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{
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@ -1430,6 +1430,7 @@ void NS_UpdateWallsticking()
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vec3_t theMinPoint;
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vec3_t theMaxPoint;
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// TODO: SCALE BY FPS DEPENDANCY
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VectorScale(kWallstickingDistanceCheck, -1, theMinPoint);
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VectorCopy(kWallstickingDistanceCheck, theMaxPoint);
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@ -1464,10 +1465,10 @@ void NS_UpdateWallsticking()
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// tankefugl: 0000972
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if (/*theSurfaceNormal[2] < 0.95 && */ pmove->waterjumptime == 0)
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{
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float dotNormalView = DotProduct(pmove->forward, theSurfaceNormal);
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//float dotNormalView = DotProduct(pmove->forward, theSurfaceNormal);
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vec3_t tempNormal = {0, 0, 0};
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bool checkedDownOffset = NS_CheckOffsetFromOrigin(0, 0, theMinPoint[2] * 2, tempNormal);
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if (dotNormalView < 0.7 && (checkedDownOffset == false))
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if (/*dotNormalView < 0.7 && */(checkedDownOffset == false))
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{
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VectorCopy(theSurfaceNormal, gSurfaceNormal);
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@ -5198,12 +5199,19 @@ void PM_Jump (void)
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// tankefugl: 0000972 walljump
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if (GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING) && (pmove->cmd.buttons & IN_JUMP) && !(pmove->oldbuttons & IN_JUMP) && (gSurfaceNormal[2] < 0.3))
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{
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vec3_t theJumpVect;
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VectorScale(pmove->forward, pmove->maxspeed, pmove->velocity);
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vec3_t theDirectionVec;
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VectorCopy(pmove->velocity, theDirectionVec);
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if (Length(theDirectionVec) == 0.0f)
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VectorCopy(pmove->forward, theDirectionVec);
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VectorNormalize(theDirectionVec);
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VectorScale(theDirectionVec, pmove->maxspeed + 50, pmove->velocity);
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pmove->velocity[2] += 100;
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VectorScale(gSurfaceNormal, 50, theJumpVect);
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VectorAdd(theJumpVect, pmove->velocity, pmove->velocity);
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//vec3_t theJumpVect;
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//VectorScale(gSurfaceNormal, 50, theJumpVect);
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//VectorAdd(theJumpVect, pmove->velocity, pmove->velocity);
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PM_PlayStepSound( PM_MapTextureTypeStepType( pmove->chtexturetype ), 1.0 );
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