Mantis 0001094:

o Tweaked walljumping
- Skulk will no longer walljump when the player is looking at a wall
- Skulk will bounce slightly outward (velocity of 25) when jumping from a wall
- Fixed bug where skulk could not walljump from sloped walls (ie CC on eclipse)

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@305 67975925-1194-0748-b3d5-c16f83f1a3a1
This commit is contained in:
tankefugl 2005-07-27 22:20:42 +00:00
parent f37b571691
commit a0901373af

View file

@ -1471,16 +1471,17 @@ void NS_UpdateWallsticking()
if (wallsticking)
{
// tankefugl: 0000972
if (/*theSurfaceNormal[2] < 0.95 && */ pmove->waterjumptime == 0)
if (pmove->waterjumptime == 0)
{
//float dotNormalView = DotProduct(pmove->forward, theSurfaceNormal);
vec3_t tempNormal = {0, 0, 0};
bool checkedDownOffset = NS_CheckOffsetFromOrigin(0, 0, theMinPoint[2], tempNormal);
if (/*dotNormalView < 0.7 && */(checkedDownOffset == false))
VectorNormalize(tempNormal);
if ((checkedDownOffset == false) || (tempNormal[2] < 0.7f && tempNormal[2] > 0.05f))
{
VectorCopy(theSurfaceNormal, gSurfaceNormal);
if (/*theSurfaceNormal[2] < 0.7 && */(pmove->cmd.buttons & IN_WALK))
if (pmove->cmd.buttons & IN_WALK)
{
vec3_t theDispVect;
VectorScale(theSurfaceNormal, theMinPoint[0], theDispVect);
@ -5210,10 +5211,11 @@ void PM_Jump (void)
}
// tankefugl: 0000972 walljump
if (canWallJump && (GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING) && (pmove->cmd.buttons & IN_JUMP) && !(pmove->oldbuttons & IN_JUMP) && (gSurfaceNormal[2] < 0.3)))
if (canWallJump && (GetHasUpgrade(pmove->iuser4, MASK_WALLSTICKING) && (pmove->cmd.buttons & IN_JUMP) && !(pmove->oldbuttons & IN_JUMP) /*&& (gSurfaceNormal[2] < 0.7)*/))
{
vec3_t theDirectionVec;
//VectorCopy(pmove->velocity, theDirectionVec);
//VectorAdd(pmove->basevelocity, pmove->forward, theDirectionVec);
//if (Length(theDirectionVec) == 0.0f)
VectorCopy(pmove->forward, theDirectionVec);
@ -5222,14 +5224,17 @@ void PM_Jump (void)
vec3_t novar;
if (!NS_CheckOffsetFromOrigin(theDirectionVec[0] * 5, theDirectionVec[1] * 5, theDirectionVec[2] * 5, novar))
{
VectorCopy(pmove->forward, theDirectionVec);
VectorNormalize(theDirectionVec);
VectorScale(theDirectionVec, pmove->maxspeed + 50, pmove->velocity);
pmove->velocity[2] += 100;
//vec3_t theJumpVect;
//VectorScale(gSurfaceNormal, 50, theJumpVect);
//VectorAdd(theJumpVect, pmove->velocity, pmove->velocity);
vec3_t theJumpVect;
VectorScale(gSurfaceNormal, 25, theJumpVect);
VectorAdd(theJumpVect, pmove->velocity, pmove->velocity);
PM_PlayStepSound( PM_MapTextureTypeStepType( pmove->chtexturetype ), 0.4 );
PM_PlayStepSound( PM_MapTextureTypeStepType( pmove->chtexturetype ), 0.35 );
pmove->waterjumptime = 100;
}