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Fix inability to go underwater
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93fd53334f
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2 changed files with 1 additions and 11 deletions
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@ -96,7 +96,7 @@ cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "1",
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cvar_t sv_freezenonclients = {CVAR_NOTIFY, "sv_freezenonclients", "0", "freezes time, except for players, allowing you to walk around and take screenshots of explosions"};
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cvar_t sv_friction = {CVAR_NOTIFY, "sv_friction","4", "how fast you slow down"};
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cvar_t sv_gameplayfix_blowupfallenzombies = {0, "sv_gameplayfix_blowupfallenzombies", "1", "causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them"};
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cvar_t sv_gameplayfix_consistentplayerprethink = {0, "sv_gameplayfix_consistentplayerprethink", "1", "improves fairness in multiplayer by running all PlayerPreThink functions (which fire weapons) before performing physics, then running all PlayerPostThink functions"};
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cvar_t sv_gameplayfix_consistentplayerprethink = {0, "sv_gameplayfix_consistentplayerprethink", "0", "improves fairness in multiplayer by running all PlayerPreThink functions (which fire weapons) before performing physics, then running all PlayerPostThink functions"};
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cvar_t sv_gameplayfix_delayprojectiles = {0, "sv_gameplayfix_delayprojectiles", "1", "causes entities to not move on the same frame they are spawned, meaning that projectiles wait until the next frame to perform their first move, giving proper interpolation and rocket trails, but making weapons harder to use at low framerates"};
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cvar_t sv_gameplayfix_droptofloorstartsolid = {0, "sv_gameplayfix_droptofloorstartsolid", "1", "prevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome)"};
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cvar_t sv_gameplayfix_droptofloorstartsolid_nudgetocorrect = {0, "sv_gameplayfix_droptofloorstartsolid_nudgetocorrect", "1", "tries to nudge stuck items and monsters out of walls before droptofloor is performed"};
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@ -2983,15 +2983,9 @@ void SV_Physics_ClientMove(void)
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PRVM_serverglobalfloat(frametime) = 0;
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PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(ent);
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vec3_t backup;
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VectorCopy(PRVM_serveredictvector(ent, origin), backup);
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VectorCopy(gunorg, PRVM_serveredictvector(ent, origin));
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PRVM_serveredictvector(ent, origin)[2] -= 20.0f;
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prog->ExecuteProgram(prog, PRVM_serverfunction(PlayerPostThink), "QC function PlayerPostThink is missing");
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PRVM_serverglobalfloat(frametime) = sv.frametime;
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VectorCopy(backup, PRVM_serveredictvector(ent, origin));
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if(PRVM_serveredictfloat(ent, fixangle))
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{
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@ -3054,15 +3048,11 @@ static void SV_Physics_ClientEntity_PreThink(prvm_edict_t *ent)
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// make sure the velocity is still sane (not a NaN)
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SV_CheckVelocity(ent);
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SV_SetWeapon_ClientOrigin(ent);
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// call standard client pre-think
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PRVM_serverglobalfloat(time) = sv.time;
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PRVM_serverglobaledict(self) = PRVM_EDICT_TO_PROG(ent);
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prog->ExecuteProgram(prog, PRVM_serverfunction(PlayerPreThink), "QC function PlayerPreThink is missing");
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SV_Restore_ClientOrigin(ent);
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// make sure the velocity is still sane (not a NaN)
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SV_CheckVelocity(ent);
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}
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