From 7048de30d47193daac4f8216fa961720247e8359 Mon Sep 17 00:00:00 2001 From: "Zedwaitch (Zachary) Wibowanto" Date: Sat, 7 Sep 2013 15:37:52 +0800 Subject: Maintain Velocity when clipping walls for 200 msec --- src/game/bg_pmove.c | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) 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; -- cgit