- Fixed: Jumping and crouching at the same time created jerky results.

Now jumping takes precedence and you can't crouch while pressing the
  jump key (which causes an uncrouch.)

SVN r213 (trunk)
This commit is contained in:
Christoph Oelckers 2006-06-22 09:36:48 +00:00
parent e6268bf0a2
commit a0c912ef2d
3 changed files with 8 additions and 1 deletions

View file

@ -1,3 +1,8 @@
June 22, 2006 (Changes by Graf Zahl)
- Fixed: Jumping and crouching at the same time created jerky results.
Now jumping takes precedence and you can't crouch while pressing the
jump key (which causes an uncrouch.)
June 21, 2006
- Fixed: DF_NO_COOP_WEAPON_SPAWN was handled backwardly.
- Fixed: G_InitLevelLocals() needs to OR in the crouching bits, otherwise it

View file

@ -2255,7 +2255,8 @@ void Net_DoCommand (int type, byte **stream, int player)
break;
case DEM_CROUCH:
if (gamestate == GS_LEVEL && players[player].mo != NULL && players[player].health > 0)
if (gamestate == GS_LEVEL && players[player].mo != NULL &&
players[player].health > 0 && !(players[player].oldbuttons & BT_JUMP))
{
players[player].crouching = players[player].crouchdir<0? 1 : -1;
}

View file

@ -1422,6 +1422,7 @@ void P_PlayerThink (player_t *player)
}
// Handle crouching
if (player->cmd.ucmd.buttons & BT_JUMP) player->cmd.ucmd.buttons &= ~BT_DUCK;
if (player->morphTics == 0 && player->health > 0 && !(dmflags & DF_NO_CROUCH))
{
if (!(player->cheats & CF_TOTALLYFROZEN))