Possibly fixed the jumping bug.

This commit is contained in:
Anton E. Gavrilov 2000-03-27 12:55:50 +00:00
parent 28c18f0e15
commit 7062960a7c

View file

@ -59,6 +59,7 @@ vec3_t player_maxs = {16, 16, 32};
// #define PM_WATERFRICTION 1 // #define PM_WATERFRICTION 1
void PM_InitBoxHull (void); void PM_InitBoxHull (void);
void PM_CategorizePosition (void);
void Pmove_Init (void) void Pmove_Init (void)
{ {
@ -520,6 +521,7 @@ void PM_AirMove (void)
float fmove, smove; float fmove, smove;
vec3_t wishdir; vec3_t wishdir;
float wishspeed; float wishspeed;
vec3_t original;
fmove = pmove.cmd.forwardmove; fmove = pmove.cmd.forwardmove;
smove = pmove.cmd.sidemove; smove = pmove.cmd.sidemove;
@ -562,8 +564,20 @@ void PM_AirMove (void)
// add gravity // add gravity
pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime; pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime;
if ( ! PM_FlyMove() )
{
// the move didn't block
PM_CategorizePosition ();
if (onground != -1) // but we're on ground now
{
// Con_Printf ("Jumping bug!\n");
VectorCopy (pmove.origin, original);
// Calculate correct velocity
PM_FlyMove(); PM_FlyMove();
// Restore position
VectorCopy (original, pmove.origin);
}
};
} }
//Con_Printf("airmove:vec: %4.2f %4.2f %4.2f\n", //Con_Printf("airmove:vec: %4.2f %4.2f %4.2f\n",
@ -580,10 +594,10 @@ void PM_AirMove (void)
/* /*
============= =============
PM_CatagorizePosition PM_CategorizePosition
============= =============
*/ */
void PM_CatagorizePosition (void) void PM_CategorizePosition (void)
{ {
vec3_t point; vec3_t point;
int cont; int cont;
@ -887,7 +901,7 @@ void PlayerMove (void)
VectorCopy (pmove.cmd.angles, pmove.angles); VectorCopy (pmove.cmd.angles, pmove.angles);
// set onground, watertype, and waterlevel // set onground, watertype, and waterlevel
PM_CatagorizePosition (); PM_CategorizePosition ();
if (waterlevel == 2) if (waterlevel == 2)
CheckWaterJump (); CheckWaterJump ();
@ -908,6 +922,6 @@ void PlayerMove (void)
PM_AirMove (); PM_AirMove ();
// set onground, watertype, and waterlevel for final spot // set onground, watertype, and waterlevel for final spot
PM_CatagorizePosition (); PM_CategorizePosition ();
} }