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https://github.com/fortressforever/fortressforever-2013.git
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A bit more informative DevMsg's about movement code
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commit
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1 changed files with 16 additions and 10 deletions
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@ -70,6 +70,8 @@ bool CFF_SH_GameMovement::CheckJumpButton( void )
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if (!CanJump())
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if (!CanJump())
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return false;
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return false;
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CBaseEntity *pOldGroundEntity = player->GetGroundEntity();
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// In the air now.
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// In the air now.
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SetGroundEntity( NULL );
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SetGroundEntity( NULL );
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@ -126,6 +128,7 @@ bool CFF_SH_GameMovement::CheckJumpButton( void )
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// we should always be able to find the ground
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// we should always be able to find the ground
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Assert(traceGround.fraction != 1.0f);
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Assert(traceGround.fraction != 1.0f);
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Assert(traceGround.m_pEnt == pOldGroundEntity);
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Vector vecNormalizedHorizVelocity( mv->m_vecVelocity[0], mv->m_vecVelocity[1], 0.0f );
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Vector vecNormalizedHorizVelocity( mv->m_vecVelocity[0], mv->m_vecVelocity[1], 0.0f );
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float flGroundDotProduct = DotProduct( vecNormalizedHorizVelocity, traceGround.plane.normal );
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float flGroundDotProduct = DotProduct( vecNormalizedHorizVelocity, traceGround.plane.normal );
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@ -262,9 +265,9 @@ float CFF_SH_GameMovement::ApplySoftCap( float &flSpeed )
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Assert(multi <= 1.0f);
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Assert(multi <= 1.0f);
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#ifdef CLIENT_DLL
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#ifdef CLIENT_DLL
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DevMsg("[C] SoftCap\n");
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DevMsg("[C] SoftCap from %f to %f\n", flSpeed/multi, flSpeed);
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#else
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#else
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DevMsg("[S] SoftCap\n");
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DevMsg("[S] SoftCap from %f to %f\n", flSpeed/multi, flSpeed);
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#endif
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#endif
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}
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}
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@ -285,9 +288,9 @@ float CFF_SH_GameMovement::ApplyHardCap( float &flSpeed )
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Assert(multi <= 1.0f);
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Assert(multi <= 1.0f);
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#ifdef CLIENT_DLL
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#ifdef CLIENT_DLL
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DevMsg("[C] HardCap\n");
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DevMsg("[C] HardCap from %f to %f\n", flSpeed/multi, flSpeed);
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#else
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#else
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DevMsg("[S] HardCap\n");
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DevMsg("[S] HardCap from %f to %f\n", flSpeed/multi, flSpeed);
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#endif
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#endif
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}
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}
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@ -300,6 +303,9 @@ bool CFF_SH_GameMovement::DoTrimp( float flGroundDotProduct, float &flSpeed, flo
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// Changed to 0.15f to make it a bit less trimpy on only slightly uneven ground
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// Changed to 0.15f to make it a bit less trimpy on only slightly uneven ground
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if (flSpeed > SV_TRIMPTRIGGERSPEED && flGroundDotProduct < -0.15f)
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if (flSpeed > SV_TRIMPTRIGGERSPEED && flGroundDotProduct < -0.15f)
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{
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{
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float flOldJumpSpeed = flJumpSpeed;
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float flOldSpeed = flSpeed;
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flJumpSpeed += -flGroundDotProduct * flSpeed * SV_TRIMPMULTIPLIER;
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flJumpSpeed += -flGroundDotProduct * flSpeed * SV_TRIMPMULTIPLIER;
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if (SV_TRIMPMULTIPLIER > 0)
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if (SV_TRIMPMULTIPLIER > 0)
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@ -308,9 +314,9 @@ bool CFF_SH_GameMovement::DoTrimp( float flGroundDotProduct, float &flSpeed, flo
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}
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}
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#ifdef CLIENT_DLL
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#ifdef CLIENT_DLL
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DevMsg("[C] Trimp\n");
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DevMsg("[C] Trimp from %f/%f to %f/%f (forwardspeed/jumpspeed)\n", flOldSpeed, flOldJumpSpeed, flSpeed, flJumpSpeed);
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#else
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#else
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DevMsg("[S] Trimp\n");
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DevMsg("[S] Trimp from %f/%f to %f/%f (forwardspeed/jumpspeed)\n", flOldSpeed, flOldJumpSpeed, flSpeed, flJumpSpeed);
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#endif
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#endif
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return true;
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return true;
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@ -331,9 +337,9 @@ bool CFF_SH_GameMovement::DoDownTrimp( float flGroundDotProduct, float &flSpeed,
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}
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}
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#ifdef CLIENT_DLL
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#ifdef CLIENT_DLL
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DevMsg("[C] DownTrimp\n");
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DevMsg("[C] DownTrimp from %f/%f to %f/%f (forwardspeed/jumpspeed)\n", flSpeed/SV_TRIMPDOWNMULTIPLIER, flJumpSpeed/SV_TRIMPDOWNMULTIPLIER, flSpeed, flJumpSpeed);
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#else
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#else
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DevMsg("[S] DownTrimp\n");
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DevMsg("[S] DownTrimp from %f/%f to %f/%f (forwardspeed/jumpspeed)\n", flSpeed/SV_TRIMPDOWNMULTIPLIER, flJumpSpeed/SV_TRIMPDOWNMULTIPLIER, flSpeed, flJumpSpeed);
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#endif
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#endif
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return true;
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return true;
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@ -364,9 +370,9 @@ bool CFF_SH_GameMovement::DoDoubleJump( float &flJumpSpeed )
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flJumpSpeed += 190.0f;
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flJumpSpeed += 190.0f;
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#ifdef GAME_DLL
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#ifdef GAME_DLL
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DevMsg("[S] Double jump\n");
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DevMsg("[S] Double jump from %f to %f (jumpspeed)\n", flJumpSpeed-190.0f, flJumpSpeed);
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#else
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#else
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DevMsg("[C] Double jump\n");
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DevMsg("[C] Double jump from %f to %f (jumpspeed)\n", flJumpSpeed-190.0f, flJumpSpeed);
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#endif
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#endif
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bDidDoubleJump = true;
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bDidDoubleJump = true;
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// FF TODO: Port the stuff that is needed for this code
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// FF TODO: Port the stuff that is needed for this code
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