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Added the jumping bug fix (from the main qf tree)
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0b7e010ad4
commit
04a4e65a9a
1 changed files with 24 additions and 6 deletions
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@ -55,6 +55,7 @@ vec3_t player_maxs = {16, 16, 32};
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// #define PM_WATERFRICTION 1
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void PM_InitBoxHull (void);
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void PM_CategorizePosition (void);
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void Pmove_Init (void)
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{
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@ -559,6 +560,7 @@ void PM_AirMove (void)
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float fmove, smove;
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vec3_t wishdir;
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float wishspeed;
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vec3_t original;
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fmove = pmove.cmd.forwardmove;
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smove = pmove.cmd.sidemove;
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@ -604,8 +606,24 @@ void PM_AirMove (void)
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// add gravity
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pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime;
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PM_FlyMove ();
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if ( ! PM_FlyMove() )
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{
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// the move didn't get blocked
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PM_CategorizePosition ();
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if (onground != -1) // but we're on ground now
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{
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// This is a hack to fix the jumping bug
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VectorCopy (pmove.origin, original);
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// Calculate correct velocity
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if ( ! PM_FlyMove() )
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{
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// This shouldn't probably happen (?)
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if (pmove.velocity[2] < 0)
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pmove.velocity[2] = 0;
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}
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VectorCopy (original, pmove.origin);
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}
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}
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}
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//Con_Printf("airmove:vec: %4.2f %4.2f %4.2f\n",
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@ -622,10 +640,10 @@ void PM_AirMove (void)
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/*
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=============
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PM_CatagorizePosition
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PM_CategorizePosition
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=============
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*/
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void PM_CatagorizePosition (void)
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void PM_CategorizePosition (void)
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{
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vec3_t point;
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int cont;
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@ -929,7 +947,7 @@ void PlayerMove (void)
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VectorCopy (pmove.cmd.angles, pmove.angles);
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// set onground, watertype, and waterlevel
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PM_CatagorizePosition ();
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PM_CategorizePosition ();
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if (waterlevel == 2)
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CheckWaterJump ();
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@ -952,6 +970,6 @@ void PlayerMove (void)
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PM_AirMove ();
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// set onground, watertype, and waterlevel for final spot
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PM_CatagorizePosition ();
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PM_CategorizePosition ();
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}
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