Make crouch jumping somewhat viable again.

This commit is contained in:
Marco Cawthorne 2018-01-23 02:25:55 -08:00
parent e016772037
commit 3d6cb51060

View file

@ -41,7 +41,7 @@ float Player_SendEntity( entity ePEnt, float fChanged ) {
WriteCoord( MSG_ENTITY, self.origin_x );
WriteCoord( MSG_ENTITY, self.origin_y );
WriteCoord( MSG_ENTITY, self.origin_z );
WriteCoord( MSG_ENTITY, self.v_angle_x );
WriteCoord( MSG_ENTITY, self.angles_x );
WriteCoord( MSG_ENTITY, self.angles_y );
WriteCoord( MSG_ENTITY, self.angles_z );
WriteShort( MSG_ENTITY, self.velocity_x );
@ -210,6 +210,7 @@ void Player_CrouchDown( void ) {
if ( !( self.flags & FL_CROUCHING ) ) {
setsize( self, VEC_CHULL_MIN, VEC_CHULL_MAX );
setorigin( self, self.origin - '0 0 18' );
self.velocity_z = self.velocity_z + 50;
self.flags = self.flags | FL_CROUCHING;
self.view_ofs = VEC_PLAYER_CVIEWPOS;
self.maxspeed = Player_GetMaxSpeed( self.weapon );
@ -233,7 +234,7 @@ void Player_CrouchUp( void ) {
if ( ( self.flags & FL_CROUCHING ) && ( Player_CrouchCheck( self ) ) ) {
setsize( self, VEC_HULL_MIN, VEC_HULL_MAX );
setorigin( self, self.origin + '0 0 18' );
self.velocity_z = self.velocity_z + 25;
//self.velocity_z = self.velocity_z + 50;
self.view_ofs = VEC_PLAYER_VIEWPOS;
self.flags = ( self.flags - FL_CROUCHING );
self.iCrouchAttempt = FALSE;