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author | Paweł Redman <pawel.redman@gmail.com> | 2020-04-13 00:40:49 +0200 |
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committer | Paweł Redman <pawel.redman@gmail.com> | 2020-04-13 00:40:49 +0200 |
commit | 651dc71f5d27c3f86efce012fdac5b2d31ed34c7 (patch) | |
tree | 6ecc4acd6346157b152a96f374af5903bc156136 | |
parent | 5f4058b373ebbeffed60437354efb820260473d0 (diff) |
Fix wallwalking on some ceilings
-rw-r--r-- | src/game/bg_pmove.c | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index 542b585..9225cbe 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -1723,6 +1723,7 @@ static void PM_GroundClimbTrace( void ) int rTtANGrTsTt; float ldDOTtCs, d; vec3_t abc; + vec3_t normalDelta; //TA: If we're on the ceiling then grapplePoint is a rotation normal.. otherwise its a surface normal. // would have been nice if Carmack had left a few random variables in the ps struct for mod makers @@ -1804,6 +1805,15 @@ static void PM_GroundClimbTrace( void ) if( trace.fraction < 1.0f && !( trace.surfaceFlags & ( SURF_SKY | SURF_SLICK ) ) && !( trace.entityNum != ENTITYNUM_WORLD && i != 4 ) ) { + // enneract: Not all ceilings are perfectly flat. Some patch meshes might + // end up with normals *very* close to ceilingNormal and this messes up + // the code pretty hard. "Straighten" the normal if it's the case. + VectorSubtract( trace.plane.normal, ceilingNormal, normalDelta ); + if( VectorLength( normalDelta ) < 1e-6f ) + { + VectorCopy( ceilingNormal, trace.plane.normal ); + } + if( i == 2 || i == 3 ) { if( i == 2 ) |