PMove: Fixed water movement code a bit so we don't sink while moving
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8716784288
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89be1ea628
1 changed files with 10 additions and 12 deletions
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@ -322,7 +322,6 @@ PMove_AccelWater(float move_time, float premove)
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flFriction = min(wish_speed - flFriction, serverkeyfloat("phy_wateraccelerate") * wish_speed * move_time);
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self.velocity = self.velocity + normalize(vecWishVel) * flFriction;
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return;
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}
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void
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@ -471,6 +470,7 @@ PMove_Acceleration(float move_time, float premove)
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if (self.waterlevel >= 2) {
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PMove_AccelWater(move_time, premove);
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return;
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}
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}
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@ -701,6 +701,15 @@ PMove_Run(void)
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input_buttons &= ~INPUT_BUTTON2;
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}
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/* move camera up (noclip, fly) when holding jump */
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if (input_buttons & INPUT_BUTTON2) {
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input_movevalues[2] = 240;
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}
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/* move camera down (noclip, fly) when holding crouching */
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if (input_buttons & INPUT_BUTTON8) {
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input_movevalues[2] = -240;
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}
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/* establish which water elements we're dealing in */
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GamePMove_WaterMove(pl);
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@ -708,17 +717,6 @@ PMove_Run(void)
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if (self.waterlevel >= 2) {
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PMove_CheckWaterJump();
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}
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/* move camera up (noclip, fly) when holding jump */
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if (input_buttons & INPUT_BUTTON2) {
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input_movevalues[2] = 240;
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}
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/* move camera down (noclip, fly) when holding crouching */
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if (input_buttons & INPUT_BUTTON8) {
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input_movevalues[2] = -240;
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}
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/* grappling hook stuff */
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if (pl.hook.skin == 1) {
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pl.velocity = (pl.hook.origin - pl.origin);
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