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Fixing ladder climbing bug.
This is a temporary fix (but it does fix the problem). I'm going to try to fix the underlying issue without using the temporary fix.
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1 changed files with 32 additions and 4 deletions
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@ -54,6 +54,8 @@
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#include "bg_public.h"
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#include "bg_local.h"
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#define TEMPORARY_STAIR_CLIMBING_BUG_FIX
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/* QUAKE 2 Style */
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/*
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==================
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@ -117,11 +119,18 @@ qboolean Q2_PM_SlideMove (qboolean gravity)
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if (trace.fraction == 1)
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break; // moved the entire distance
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time_left -= time_left * trace.fraction;
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#ifdef TEMPORARY_STAIR_CLIMBING_BUG_FIX
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if (time_left < 0.001) {
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// Please see comments on similar section of code in PM_SlideMove().
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break;
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}
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#endif
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// save entity for contact
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PM_AddTouchEnt(trace.entityNum);
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time_left -= time_left * trace.fraction;
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// slide along this plane
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if (numplanes >= MAX_CLIP_PLANES)
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{ // this shouldn't really happen
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@ -389,11 +398,30 @@ qboolean PM_SlideMove(qboolean gravity)
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if (trace.fraction == 1) {
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break; // moved the entire distance
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}
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// save entity for contact
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PM_AddTouchEnt(trace.entityNum);
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time_left -= time_left * trace.fraction;
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#ifdef TEMPORARY_STAIR_CLIMBING_BUG_FIX
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if (time_left < 0.001) { // Rambetter tested other values and this is the smallest acceptable.
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// When time_left is small, it leads to some degenerate math computations
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// which cause, for example, the player to get stuck while climbing stairs.
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// The correct solution is to find those degenerate computations and fix
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// them, but in the meantime this is a temporary fix that also fixes the
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// problem. The bad thing about this fix is that we're ignoring
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// as much as one-thousandth of a second on each client frame. So for
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// example if the client is at 200 fps and walking into obstacles,
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// as much as 1/5 of the forward progress could be ingored due to this code.
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// Removing this temporary fix and cleaning up the degenerate computations
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// might be especially important for trick jump maps. Rambetter is
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// currently looking into the degenerate computations.
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break;
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}
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#endif
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// save entity for contact
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PM_AddTouchEnt(trace.entityNum);
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if (numplanes >= MAX_CLIP_PLANES) {
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// this shouldn't really happen
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// Makro - yet it does ! - added ifdef
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