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Possibly fixed the jumping bug.
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28c18f0e15
commit
7062960a7c
1 changed files with 20 additions and 6 deletions
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@ -59,6 +59,7 @@ vec3_t player_maxs = {16, 16, 32};
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// #define PM_WATERFRICTION 1
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// #define PM_WATERFRICTION 1
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void PM_InitBoxHull (void);
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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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void Pmove_Init (void)
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{
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{
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@ -520,6 +521,7 @@ void PM_AirMove (void)
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float fmove, smove;
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float fmove, smove;
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vec3_t wishdir;
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vec3_t wishdir;
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float wishspeed;
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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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fmove = pmove.cmd.forwardmove;
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smove = pmove.cmd.sidemove;
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smove = pmove.cmd.sidemove;
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@ -562,8 +564,20 @@ void PM_AirMove (void)
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// add gravity
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// add gravity
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pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime;
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pmove.velocity[2] -= movevars.entgravity * movevars.gravity * frametime;
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if ( ! PM_FlyMove() )
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{
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// the move didn't block
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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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// Con_Printf ("Jumping bug!\n");
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VectorCopy (pmove.origin, original);
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// Calculate correct velocity
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PM_FlyMove();
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PM_FlyMove();
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// Restore position
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VectorCopy (original, pmove.origin);
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}
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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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//Con_Printf("airmove:vec: %4.2f %4.2f %4.2f\n",
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@ -580,10 +594,10 @@ void PM_AirMove (void)
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/*
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/*
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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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*/
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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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{
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vec3_t point;
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vec3_t point;
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int cont;
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int cont;
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@ -887,7 +901,7 @@ void PlayerMove (void)
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VectorCopy (pmove.cmd.angles, pmove.angles);
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VectorCopy (pmove.cmd.angles, pmove.angles);
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// set onground, watertype, and waterlevel
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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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if (waterlevel == 2)
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CheckWaterJump ();
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CheckWaterJump ();
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@ -908,6 +922,6 @@ void PlayerMove (void)
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PM_AirMove ();
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PM_AirMove ();
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// set onground, watertype, and waterlevel for final spot
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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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}
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