Make crouch jumping somewhat viable again.
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parent
e016772037
commit
3d6cb51060
1 changed files with 3 additions and 2 deletions
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@ -41,7 +41,7 @@ float Player_SendEntity( entity ePEnt, float fChanged ) {
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WriteCoord( MSG_ENTITY, self.origin_x );
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WriteCoord( MSG_ENTITY, self.origin_y );
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WriteCoord( MSG_ENTITY, self.origin_z );
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WriteCoord( MSG_ENTITY, self.v_angle_x );
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WriteCoord( MSG_ENTITY, self.angles_x );
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WriteCoord( MSG_ENTITY, self.angles_y );
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WriteCoord( MSG_ENTITY, self.angles_z );
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WriteShort( MSG_ENTITY, self.velocity_x );
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@ -210,6 +210,7 @@ void Player_CrouchDown( void ) {
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if ( !( self.flags & FL_CROUCHING ) ) {
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setsize( self, VEC_CHULL_MIN, VEC_CHULL_MAX );
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setorigin( self, self.origin - '0 0 18' );
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self.velocity_z = self.velocity_z + 50;
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self.flags = self.flags | FL_CROUCHING;
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self.view_ofs = VEC_PLAYER_CVIEWPOS;
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self.maxspeed = Player_GetMaxSpeed( self.weapon );
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@ -233,7 +234,7 @@ void Player_CrouchUp( void ) {
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if ( ( self.flags & FL_CROUCHING ) && ( Player_CrouchCheck( self ) ) ) {
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setsize( self, VEC_HULL_MIN, VEC_HULL_MAX );
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setorigin( self, self.origin + '0 0 18' );
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self.velocity_z = self.velocity_z + 25;
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//self.velocity_z = self.velocity_z + 50;
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self.view_ofs = VEC_PLAYER_VIEWPOS;
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self.flags = ( self.flags - FL_CROUCHING );
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self.iCrouchAttempt = FALSE;
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