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authorZedwaitch (Zachary) Wibowanto <ultrarandomvirus@hotmail.com>2013-09-07 15:37:52 +0800
committerZedwaitch (Zachary) Wibowanto <ultrarandomvirus@hotmail.com>2013-09-07 15:37:52 +0800
commit7048de30d47193daac4f8216fa961720247e8359 (patch)
treeab363d384cbbd7f9c7fba02223b4f102069c1a60
parent243e5506e880f4338f185492e2ca1aebb4b1323d (diff)
Maintain Velocity when clipping walls for 200 msec
-rw-r--r--src/game/bg_pmove.c8
1 files changed, 7 insertions, 1 deletions
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index 348ff4e..fe25947 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -59,7 +59,12 @@ float cpm_pm_airstopaccelerate = 2.5;
//It doesn't need it though, but may feel akward
float cpm_pm_jump_z = 0.5; //CPM: 100/270 (normal jumpvel is 270, doublejump default 100) = 0.37037
//However, that value feels too low and nothing much is acomplished since
- //tremulous human jump default is only 240 ups, meaning half hight.
+ //tremulous human jump default is only 240 ups, meaning half height.
+
+//Clip time for maintaining velocity when clipping. For marauder it's actually equal to the jump
+//repeat rate so we can't modify it to cpm's default. CPM Default is 400 I think, but I placed 200
+//becausemarauder has 200, it's a bit tricky to get used to two different values at once.
+float pm_cliptime = 200;
int c_pmove = 0;
@@ -879,6 +884,7 @@ static qboolean PM_CheckJump( void )
//Adding requires me to multiply by class vel again
}
pm->ps->persistant[PERS_JUMPTIME] = 400;
+ pm->ps->pm_time = pm_cliptime; //clip through walls with the same timer as walljump
}
pm->ps->groundEntityNum = ENTITYNUM_NONE;